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How to fix the economy: consumables

4 replies [Last post]
Fri, 07/29/2011 - 14:59
Toksyuryel's picture
Toksyuryel

Using only the currently existing crafting items, the ability to craft desirable consumables with them would stimulate demand and prevent the current stagnation of ever-increasing supply. Now obviously health potions would be absolutely broken and are completely off the table for this suggestion, however other types of vials might be feasible. What would really be nifty however is if you could craft "temporary UVs" that could be applied to a piece of equipment for only a limited time (say for one run, or X amount of levels, or just a length of time like other boosts). I think there would be a lot of continuous demand for these, keeping the economy flowing. Thoughts? Ideas for other kinds of consumables? Another interesting idea could be to consume equipable items in some of these recipes.

Fri, 07/29/2011 - 15:11
#1
Facejuances's picture
Facejuances
Those new things you propose

Those new things you propose should be creted on the fly without the crafting machine in order to work or a system to store consumables outside of the clockworks.

Fri, 07/29/2011 - 15:36
#2
Toksyuryel's picture
Toksyuryel
I figured they could go under

I figured they could go under usables like the other boosts.

Fri, 07/29/2011 - 18:16
#3
IronBrofist
Legacy Username
horrid idea

this would break the structure of the game on top of that you'd be making UV'd items completely worth less thus making the new uv shop worthless -.- the mere thought of this is bad if there were a consumable to make a uv they might as well just take out permanent ones unless they planed to make the consumables completely over priced thus ruining the current economy on top of it all if u really need boosts you should stop playing the game and find some other game that allows you to be completely over powered with no challenge in the game and have fun there dont ruin the fun for people who like the game how it is

Sat, 07/30/2011 - 05:40
#4
Jamini
Legacy Username
Rage much?

OP

-I do not think that the structure of SK supports using consumables from your inventory well. Being able to make a fire vial to use in the field, while cool, would break the balance of some levels and could seriously skew the difficulty in others. If I could craft vials, I'd always make 3 curse, 3 poison, and 3 shock for the Royal Jelly before I even delve into the clockworks. Which takes half of the difficulty of that strata (conserving status vials) out.

However, I do love the temporary UV idea.

Juances

-I don't see why UV-mimicking consumables couldn't be made at the crafting bench. So long as they cost no CE, a small amount of crowns, and materials i'd be perfectly content with that. It might even give me a use for the 50 Ecto drops I just put on the AH.

IronBrofist

-UV'd items would not, and never will be, totally worthless. A players will always have access to a UV, regardless of how many consumables they use, and in the long run a UV would be a much better investment than using consumables. If the recipie for consumables is reasonable, then it might even lead to some interesting choices. Do I spend 15k on a random UV? Or do I spend 15k on 30 consumables that give me the UV I want?

Having consumables in the game would act as a Material (and possibly crown) sink. As anyone with a UVed weapon can tell you, the effects of UVs are rarely overtly noticeable (My UV Med Undead Hail Driver gains 30 damage a shot or so in depth 26.). More often then not, the UV simply reduces the STK of a weapon by one or two.

Personally, I prefer the following system for UV consumables:

EXAMPLE
-"Holy Water"

Water said to have been blessed by the prayers of the long departed. This water burns on contact with any undead creature.

Grants, Damage bonus VS undead: Low for one Stratum

Cost:
500 CR, 0 CE
Mats:
Ecto Drop x2
Grave Soil x1

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