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Trinket removal. (prepare for shadowfire)

7 replies [Last post]
Sat, 02/09/2013 - 18:30
Skold-The-Drac's picture
Skold-The-Drac

Posted: I had an idea and need a placeholder... New system for trinkies I think might create just a little more balance. Will edit with full details upon arriving at my domicile.

Edit, actual posting:
Alright, call me high for thinking this.. but I figure this will help everyone's "OMG this gamezz so easy" and a little on the QQ'ing about servers needing an update.

Burning the trinkets pt. 1:
Let's take this from the top, anyone here actually use the defense trinkets given by Brinks? Notice that the defense addition does basically nothing for you? Well, this is where the beginning of the trinketpocalypse is. REMOVAL. That's right, we remove all brinks' trinkets. Status ones included. Don't worry, things get better... but for now, those trinkets are being pulled. In fact, we'll be pulling ALL trinkets from the market for a time.
Why? Revamp is needed, and in order to properly perform the revamp... we don't need to be releasing things when they're unfinished, I am quite indeed referring to the RSS debacle for most thoughts regarding this. How is this going to breakdown? Well, best scenario I have at this time is again, pulling from the Shards update... Remove the trinkets and send their owners some mail stating politically that trinkets have been pulled a short time for some revamping and rebalancing. As such, they receive some items... for example a new item called the PunchBox. (just an idea)

- Punchbox function:
Open for UV ticket, chances of UV tickets are as follows:
- 60% chance 1 UV ticket
- 30% chance 2 UV ticket
- 10% chance 3 UV ticket

3* and below trinkets give 1 punchbox a piece, 4*'s are 2 punchboxes, and 5*'s are 3 punchboxes a piece. This means that yes, someone could get royally screwed for their CE, however, recall that the screwing is temporary.

Burning Trinkets parte deux:
Test server opens. I mean we are taking a full out test of a variety of concerns. Most namely, trinket balance, and furthermore, overall game balance. Starting once again from the top. I want the devs to take some serious time thinking about whether or not the defensive trinkets should even be in the game. If they decide they want to keep the trinkets, then I suggest we take some time referring to defensive rebalancing... not this shoddy method of keeping only an extra bar or two in t3 if you choose the most specialized defensive armor vs. specialist armors. If not, then our test is actually going to be pretty simple... as the status trinkets are fairly balanced, for their overall costs.

And then there's heart pendants....

I'm not really in the mood to get started about this... but I'll take a crack at it. When considering status resistance vs. HEALTH, most people choose the health... why? 'Cause PvP, and the extra health provides a decent help in almost any tier. A single trinket of the respective stratum can allow the absorption of at least an extra (minor) bullet (with the armor meant to take a hit in there) for health trinkets. Now, I understand, you're making your players choose a trinket over making another weapon, but really, if they're able to make THAT choice.... then I'd honestly be asking why they waste more of their time. With such in mind, I suggest some time be taken to consider the strength of heart pendants v. status pendants, heart pendants outweigh their status resist cousins in many respects... My simplest request would be to make the heart pendants similar to brinks' pendants, however, I'd suggest that the trinkets be weighed in such regard.

5* krogmo recipe cost = 5* heart pendant cost = 150 Krogmos
4* Krogmo recipe cost = 4* heart pendant cost = 100 Krogmos
3* Krogmo recipe cost = 3* pendant = 50 Krogmos
2* pendant = 25 krogmos
1* pendant = 10 krogmos

Why go about doing this? Because while we do this, we'll also be dropping the heart trinket's health adding amount by one bar. This would likely be the simplest rebalance available. Notice I'm not attacking mod calibrators... this is because once you consider their overall cost, they are actually fairly balanced, and I have yet to get to part 3 of the Trinketpocalypse.

Trinketpocalypse part 3 (in which the world may yet end as we know it):
Once the balancing of the trinkets (and possibly defense) in regards to each other has been doled proper. I suggest one or two more major changes be implemented. You know how trinket and weapon slots work right? You pay for 30 days of having a slot open for trinkets/mods and weapons respectively. Well.. now it's time we amp things up just a bit...

In place of Trinket/Mod AND weapon slots... We remove this for an enhancement slot system. (What?)

Basically, the idea is that you can choose to have two trinkets/mods boosting playability, but no extra weapons. OR you can choose to have 2 extra weapons, but no trinkets. OR you can choose to have a mixture of Trinket/weapon. But no more.

Trinket / weapon / mod slots ENHANCE your experience of the game. And you pay for these every 30 days once again at the cost of 400e per slot.

Yes, I just took the price of an extra weapon slot and slapped 150 more e on it. With such you could be getting a 4* weapon. Think for a few minutes on that.

What happens to the trinket and weapon slots bought prior to this event?
Punchboxes, UV tickets... etc.

What else happens?
Well, basically, we get more variety of play out of less availability. You are forced to figure out how you're going to actually perform in the level. Will you play medic? Will you be the person with an arsenal? Or are you gonna be the full out specialist?

Party play is in place more. You can't carry everything. You can't tank everything solo anymore, unless you have UV's/Blitz (seriously need some rebalancing here, but that's not for this thread).

LD gets a touch more balance. All that health could've been replaced by status trinks for walking through mist bombs, or reducing status effects.

OOO gets about the same, if not more money/month (depending on if they take the heart trinkets revamp seerusly) from these changes.

This gives players a little more thought requirement regarding whether or not they WANT the add-ons. If you're willing to pay a 5* weapon's e cost a month to have this little boost, that's yours.

Sat, 02/09/2013 - 21:32
#1
Hexzyle's picture
Hexzyle

Or you could just create the thread when you're ready to add in detail :/

Sat, 02/09/2013 - 21:37
#2
Softhead's picture
Softhead
Big offender.

.

Sun, 02/10/2013 - 00:19
#3
Skold-The-Drac's picture
Skold-The-Drac
Big offender

Indeed I am... Sorry, been having some issues of late and if I'm not finding something on forums with the topic I forget what I thought of in regards to things such as this.

I have about 3 alternative revamps similar to the one posted at this time in mind, however, this one covers the most general concept and I'd like some thoughts about it, reactions to gauge from regarding the overall effect.

Sun, 02/10/2013 - 00:48
#4
Hexzyle's picture
Hexzyle
-1

I use status trinkets, and occasionally a defense trinket when I don't have a status trinket for the level. I utterly despise heart trinkets. Even outside of lockdown.
I don't like the way you're removing all other trinkets just because they "can't be balanced" with heart trinkets.

Sun, 02/10/2013 - 09:43
#5
Skold-The-Drac's picture
Skold-The-Drac
Hexzyle

Okay, lemme rephrase a portion of phase 2, status and defense trinks get reintroduced after rebalance has been come up with for them.
I'm not attempting utter removal of brinks trinks, i'm asking more balance be placed in consideration of trinkets on a whole.

Sun, 02/10/2013 - 14:44
#6
Terra-Necro's picture
Terra-Necro
-10, sorry bro

Ok, your idea of a rebalance with trinkets seems nice at first, but I can see a few flaws in it, if I may say them.

1. The uv ticket thing by giving fellow players in return for their trinkets would cause a bad economic drop in the game. The same could be said for the rss buff. It caused the prices of things and ce to fluctuate, and made uv tickets virtually useless in crown value. We really do not need another one of those happening.

2. As for the analysis of the value of the trinkets versus the obtaining of krogmo coins, it really does not add up well. Cost of making a 5* health trinket far outweighs the cost of doing lockdown and blast network to get the tokens. You could basically lose about half of the rounds and still use less cr to get the tokens.

3. The aspect of only having two extra slots (for both weapons and trinkets) would not fit well with the ptp players in game. I may be not one of them, but it would certainly displease them. sometimes players use trinket slots to load up on damage mods or asi ones to make up for lack of bonuses from armor/helms they craft. My friend, Dutch-Oven, does just that. Though it may balance the whole LD aspect a bit more (it wouldn't for me since I only use 2 weapons, haha suckers) it would hurt SK's appeal in the long run.

Edit: the reason status trinkets are not used often is because uv defense exists. You might need to take that into account, bro.

A good point you did make that I would definitely support would be the slight decrease in the amount of health a trinket would give a player. One bar less seems a viable decision. The rest of the trinketapopcalypse, not so much.

*please note that this is based on my opinion and those of other players I know/talked to. Any criticism of this post is welcome*

Sun, 02/10/2013 - 15:51
#7
Breaker-Xd's picture
Breaker-Xd
+1

TBH, this is probably the most detailed and least angry thread regarding trinkets that I have ever seen, and I commend you for it!

I think the balancing idea is good, but the idea of taking trinkets out of game (for even a short while) sounds kind of painful.
I like the current slot system, and I'd rather that not change.
However, I agree with:
1) remove 0* heart and drop all the heart trinks by 1 bar,
2) buff/balance the status trinkets (i mean, come on, i pawned my mission reward ones off to vendors for the extra cash)
3) the krogma pricing you have for the trinkets makes some sense, and I support that, but keep in mind that heart trinkets use enamorocks, and I don't want the cost of those to change.

'Kudos for the well-thought-out idea!

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