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Make promotional items craftable with crazy amounts of materials

4 replies [Last post]
Mon, 07/18/2016 - 02:15
Fangel's picture
Fangel

We know mixmaster, orbit gun, teddy bear buckler, etc. are all desirable items. Not just in their function, but in their appearance.

What if we were able to craft these rare and limited items for crazy amounts of materials.

Let's take the mixmaster for an example.

  • Blue Shard: 5000
  • Scrap Metal: 2500
  • Gremlin Gizmo: 1000
  • Redwood: 750
  • Warp Dust: 250
  • Thunderball: 250
  • Storm Chaser: 100

Now that's close to 10k materials. Hardly easy to come across. On top of this, it makes each material involved highly valuable to end-game players, boosting their overall value.

Another key thing in making these recipes would be to split up what enemies you have to seek out to make it. For the mixmaster example, you'd have to fight constructs, gremlins, slimes, beasts, and shock monsters. I'd imagine for a teddy bear buckler you'd need to fight fiends, undead, beasts, gremlins, and freeze monsters.

As it stands we really don't have any good material sinks in the game. We have boss statues (which is the best one), battle sprites, and crafting. Taking an example from the grinchlin reskins seems to be a reasonable approach to sinking other materials.

Mon, 07/18/2016 - 07:22
#1
Thyrux's picture
Thyrux
Too much for mah blood

Good pointing, now nobody will leave any material lying down, especially Shards. now everyone will evaluate any kind of material and finally those materials can be used to make something.

Mon, 07/18/2016 - 09:34
#2
Nebrium's picture
Nebrium
...

*Does math*

"Oh hey, I can make 30 Mixmasters... Who wants one?"

Mon, 07/18/2016 - 13:34
#3
Fehzors-Forum-Alt's picture
Fehzors-Forum-Alt

I would love to see this happen, though I doubt it will. The mixmaster is such a large carrot to dangle in front of players that I doubt they'd give it up easily one bit. Ever. I mean I even offered them my ear. My ear. I love that thing. Wearing headphones would be awful after that, and I'd look weird forever.

What about.....

A) A different item, i.e. a functionally new one
B) 10x the materials you suggested
C) Crafted directly to 5*
D) Rare recipe at basil, costs 250K cr

Tue, 07/19/2016 - 01:14
#4
Fangel's picture
Fangel
takes a bit of math

The bottom line is these items should be obtainable for people who do a lot of playing the game, however be out of reach for players who only farm a certain area, hence I recommend needing materials from spread out monster types, and potentially even spread out status types.

Before battle sprites every material was useful. Trading 20 tokens to brinks for one 5* material was a legitimate use of the tokens. Now-a-days, materials drop like candy, and with up to x4 the materials per party that's a pretty huge number of materials swimming around.

Making an item too far out of reach means it's still a rich-only premium of a weapon. Making it too easy to get takes away the charm of the item. Making it cost an absurd but painfully doable amount is that middle I want to reach.

I guess what I want is for materials to get a proper sink, desirable gear to find its way into the system, but also give value to individual materials instead of their star levels.

A few other ideas I thought about was requiring a small handful of harder-to-acquire materials. Something like, say, 10 dark embers and 3 maiden's tears for more of the item. 30 snarbostuffing and 3 nightmare manes for another. Makes shadow lair materials more desirable, and boss token materials also pretty helpful. Throw in some mod calibrators, enamorocks, and rock salt and it becomes a more overall involvement for the item rather than just a single area.

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