Forums › English Language Forums › General › Suggestions

Search

An idea that could help Energy market prices.

1 reply [Last post]
Wed, 06/08/2011 - 01:45
Skorph
Legacy Username

Looking at the current Crowns to energy conversion rate, 6.7k per 100 energy, i think we already know people are manipulating this market, but this system worked in puzzle pirates to a extent, so why is it diffrent here? Well here's my theory that i came up with in a discussion.

In puzzle pirates, the things you bought using doubloons and poe degraded, and ships sunk, this provoked people to buy yet even more, this differs with spiral knights, as in spiral knights, the only thing you do is make gear with said energy/crowns, so once you've made your final set, you have NOTHING to pour your crowns into except energy. Nothing breaks, you have no concerns once you hit that peak.

(PP also had games like poker to spend poe/crowns)

My idea? It's simple, though many many people are NOT going to like it, make gear degradable and break, now i can understand the work put into 5* armor and the dislike of breaking entirely, so i propose a 1* degrade (costs CROWNS/Energy to make/fix), this means people will buy more energy to fix said armor. I believe that this would provoke also making 'spare' armor sets to run lower tiers to avoid breaking their more precious armor (lol gollum), this will create a place of which crowns can now flow into that isn't just the energy market.

How armor breaks can be decided by many different ways, i DO NOT recommend login time however like badges on puzzle pirates are based, i would say 'levels completed,' i do NOT say full levels, every end elevator can degrade.

Now we hit a complication in the idea...heat, if armor degrades how long of level 10 do we have? the answer is simple, broken gear gets marked with a green star, and a special NPC fixer that fixes as long as you have the recipe AND the price of making the item to begin with. He will fix said armor to the exact standard it was before. (there is also a opportunity here to increase the use of materials)

A new durability bar can be added to gear to show how long before it breaks, i recommend % as this can then add a new system of 'gear refreshing', a total % used can be deducted off the fixing cost. fixing it for the correct price refreshing it's durability. Now i realise what i said before about making spare armor sets to avoid breaking more precious armor, refreshing renders this quote useless, But not entirely useless if the correct armor for that tier, degrades at a slower speed than incorrect armor for that tier.....had to put a snag in somewhere >.>

To upgrade to the next * up a gear must be at 100% durability, it cannot be upgraded if it's broken.

Leaving only one more problem, the already sky rocketed prices, OOO will have to lower it themselves to cancel all offers above 5k if this update were to take place, or nobody could play properly.

To shred out this idea and to put in a main idea of fixing, more places to spend those crowns.

Sadly as the games new there isn't a fantastic amount of content and this is about the only idea i could come up with, i am NOT expecting it to be popular and i can see already why many people may choose to hate the idea.

Wed, 06/08/2011 - 12:36
#1
Kathoric
Legacy Username
If the process consumes

If the process consumes energy, then it's not going to help energy prices. Having OOO swoop in and cancel all prices above 5K wouldn't help - the prices would then just go back up again.

The idea of an equipment maintenance type *crown* sink might have some merit. But anything that could completely break a piece of equipment would be unfair - you can only change gear at certain points in the clockworks, and having your primary sword break during a run would probably mean a quick abort back to Haven. Leading to lots of very unpleasant forum posts...

How about this - all items absorb heat. In order to do so, they require a "heat modulator" (or whatever you want to call it). But heat modulators tend to wear out, and have to be repaired on a regular basis.

Each item, when first made/bought, would have a heat modulator working at 100% - this would be the "durability". As you run the clockworks, this gradually drops, reducing the amount of heat that the item can absorb. Heat is still split equally between items, but with an item with a modulator at 90%, only 90% of the heat it is given actually goes towards leveling the item, with the other 10% being wasted.

To make this affect end-gamers as well, set it so that the heat modulator goes from +100% to -10%. If the modulator goes into the negative range, the item starts *losing* heat (de-leveling), at a maximum rate of 10% of the heat for its current level per level completed. No de-leveling would occur until the modulator went into the negative range, though, so if you started a run with it at 100%, and a drop of 1% per level completed, there's be no danger of it de-leveling before you had a chance to return to Haven and have it repaired.

Have the repair cost scale based on star level of the item, maybe with modifier to increase the repair cost further for UV gear.

Needless to say, this *will* cause some outrage. I can already imagine the endless rants of "I can barely make enough crowns off on a JK run to keep my uber 5-star-with-awesome-UVs gear repaired".

A crown sink of this type is something that OOO should really consider...

Powered by Drupal, an open source content management system