The UV system sucks for F2P player and the P2P community. Yes, everybody. How often do you see someone with 3-line UVs, let alone good ones? As of now, the entire UV system seems like a virtual casino with machines that cost over $5 a pull.
I have calculated the amount of crowns, CE, and real-life money needed to obtain a 'perfect' gear set of 3-line UVs. All data is based on the wiki, and I extremely (Would be a lot more than 10x higher) reduced the total cost by saying that low, normal, high, and very high UVs had the exact same chances of being rolled on every line.
Hat/Armor/Shield (Each) Cost-
- One in 46,080 chance of rolling all three of the desired UVs.
- 225,000 crowns per roll results in 10 trillion 368 billion crowns needed to roll all three of the desired UVs.
- 159,507,692 CE needed to roll all three of the desired UVs.
- $398,769 needed to get ONE item to its perfect UV.
Sword/Gun Cost-
- One in 21,504 chance of rolling all three of the desired UVs.
- 225,000 crowns per roll results in 4 trillion 838 billion 4 million crowns needed to roll all three of the desired UVs.
- 74,736,923 CE needed to roll all three of the desired UVs.
- $186,092 needed to get ONE weapon to its perfect UV.
Bomb Cost-
- One in 13,440 chance of rolling all three of the desired UVs.
- 225,000 crowns per roll results in 3 trillion 24 billion crowns needed to roll all three of the desired UVs.
- 46,523,076 CE needed to roll all three of the desired UVs.
- $116,307 needed to get ONE bomb to its perfect UV.
Conclusion-
- A set with no bombs would take a grand total of either $1,940,675 USD, 776,270,000 CE, or 50 trillion 457 billion 55 million crowns.
- A set with one bomb would take either $1,870,890 USD, 748,356,000 CE, or 48 trillion 643 billion 140 million crowns.
- A set with two bombs would take either $1,801,105 USD, 720,442,000 CE, or 46 trillion 828 billion 730 million crowns.
- A set with three bombs would take either $1,731,320 USD, 692,528,000 CE, or 45 trillion 14 billion 320 million crowns.
Start saving, especially, again, considering the prices would be well over ten times as high if I factored in the unknown percentages of getting certain levels of UVs.
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The Ideal UV System-
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1) Line Locking
A new Haven NPC, or Punch, could have the feature to lock, and unlock, UV lines. Locked lines would not be replaced if someone tried to get new UVs, but all unlocked lines would be. Locked lines would be represented by the standard UV system with a big lockbox on it.
Example-
- Leviathan Blade with two UVs: Fiend Low and Undead Very High
- The player locks the second line (30,000 CR to lock the first line; 30,000 to unlock) and now the line cannot be changed by Punch.
- The player goes back to Punch and pays for another roll (This time, s/he still needs to pay the two-line price) and only the unlocked line will be changed.
- The player decides to keep the new UV and locks it too (75,000 CR to lock the second line; 75,000 to unlock) and now this line can also not be changed by Punch.
- The player tries again for the third line, and goes to Punch to pay for the three-line UV ticket. If the player really wanted, s/he could lock the final line for 150,000 CR.
Note: The order in which the lines are locked does not matter for unlocking; after this the player could have decided to unlock the Undead Very High line, but s/he would have to pay 25,000 crowns because there are two lines currently locked.
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2) Boosting
A new Haven NPC, or Punch, could have the feature to boost current UV lines to increase, or decrease, their strength. This cannot be used on locked lines.
Example-
- Player rolls a Fiend Medium line.
- The player can take the item to the boosting area to pay for a boosting ticket (25,000 CR per line; One-time use).
- The item has an equal chance of turning the line into either Fiend Low, Fiend High, or Fiend Very High.
Note: So basically it changes the power of a UV line into something else, higher or lower, at random.
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3) Transfer
How often do you get a UV on an item that would be so much more effective on a different one? Pretty often I'd assume.
Example-
- A player rolls a Wolver Very High UV on an Argent Peacemaker.
- The player takes it to the transfer station with his piercing Antigua gun that we need also.
- The player pays [SEE PRICES] to transfer one, or more UV(s) from the sending item to the receiving item.
- To prevent abuse, all other UVs on the receiving item are destroyed.
Prices-
- Low - 200 CE
- Medium - 400 CE
- High - 800 CE
- Very High/Maximum - 1600 CE
Note: The reason for removing UVs on the receiving item is to prevent people from rolling one-line Punches on a dummy item then transferring it to the actual item. Thus, abusing the price difference. Multiple UVs from the sending item can be transferred to the receiving item, but you have to pay for each line.
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4) Removal
I don't know why, but sometimes you just want to remove a UV. Take any item to Punch to remove all UVs on an item. Only 25 CE and it doesn't matter how many lines, the stars on the item, or the specific UVs.
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5) Punch Prices
1-line - 30,000
2-line - 100,000
3-line - 500,000
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6) Balance
Yes, a few of these things may seem overpowered, but if the devs feel this way I have a solution. Much like the Sanctuary is to the Shadow Lairs, you could possibly have the NPCs or crafting stations for these new UV systems be at the end of a difficult dungeon, perhaps requiring a CE key or it be a rare, one-use chance at clockwork terminals. Balancing and additional methods are open to suggestion.
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No TL;DR. It isn't long at all, just read it and leave comments, suggestions, or potential issues you could see with this.
When you look at those numbers, do you really think they're going to be willing to change their current scheme?