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Crystal Depot and Basil scenario room.

12 respuestas [Último envío]
Jue, 12/04/2014 - 17:21
Imagen de Keepscaite
Keepscaite

So, a simple solution to solve the great need of Rads and Basil recipes.

First, the Basil recipe solution. Simply give a chance for Basil to spawn in any normal arcade stage, like a scenario room.

However, I'm well aware that this would advocate players spamming the first level of each tier, and I'm also aware of how poorly OOO sees abuse. The solution is simple.

Make it so that Basil will only be able to spawn, after a player has reached the Crossroads.

Basically, you're only able to encounter a Basil scenario room on levels 5-7, 14-17, and 24-28.

Also, Basil will always spawn at the end of a boss level.

But here's the catch, Basil only appears in the Arcade. He will never spawn in missions. So yes, if you beat FSC via the KoA mission, you will NOT run into Basil.

Now on to the Radiants issue. The answer is simple, create a Crystal Depor. Now here's how it works.

At every town (Haven/Moorcraft/Emberlight) there will be a big fire crystal in somewhere. Interacting with the fire crystal will pop up a screen.

Basically, the Fire Crystal Depot (temp name: FCD) will GIVE you Fire Crystals for something very simple.

Minerals.

You know those thousands of blue/green/red/yellow (or really, any crystal that isn't used for your pet) you have? Now there's a place to spend them.

But here's the catch (because there will always be a catch), the Crystals that can be spent on the FCD rotates daily. Every 24 hours, the FCD will randomly choose to use any 2 out of the possible 5 minerals.

Since currently players have a huge stock of Minerals at the ready, here's how the exchange rate will probably go,

1 of any 2 mineral to create a 0* fire crystal
2 of any 2 mineral to create a 1* fire crystal
4 of any 2 mineral to create a 2* fire crystal
8 of any 2 mineral to create a 3* fire crystal
15 of any 2 mineral to create a 4* fire crystal
25 of any 2 mineral to create a 5* fire crystal

I know it may seem too easy for the players who've stocked up tons of minerals, but remember that the devs always have to think about the new players.

EDIT: There, how's that?

20 for 3 Rads would be pushing it a little. I mean, you already have 3 methods to collect Rads now, ALL of which can be done AT THE SAME TIME. (Boxes, depot, and this)

Vie, 12/05/2014 - 09:07
#1
Imagen de Vohtarak-Forum
Vohtarak-Forum
I'm vohtarak, call me by that name

100 for a single 5*, thats way too low, even for massive stockpiles
20 for 3 5*s is reasonable, you know, because you need to WORK TO GET SAID STOCKPILE
really the way you have it is worse than the supply depot

edit: that is acceptable

Vie, 12/05/2014 - 07:04
#2
Imagen de Keepscaite
Keepscaite
Bump to get some other people

Bump to get some other people to comment.

Vie, 12/05/2014 - 11:33
#3
Imagen de Fangel
Fangel
Hmm...

Perhaps you can switch it up. Each tier will have fire crystals relevant to that tier and the previous. Such as, Haven will have 0* crystals, Moorcroft will have 1* and 2*, Emberlight will have 3* and 4*. Lastly, the core would have a station that has all possible crystals. Same prices can apply here if you want. You can also have Basil, or perhaps another traveling merchant, be at the core. Hence, running the entire tier 3 will net you:

2 recipe vendors
Radiants from boxes
Radiants from converter

I could make do with that.

Vie, 12/05/2014 - 12:13
#4
Imagen de Mtax-Forum
Mtax-Forum

I'm Mtax and I approve this suggestion.

Vie, 12/05/2014 - 22:52
#5
Imagen de Dreathuxy
Dreathuxy

+1

Sáb, 12/06/2014 - 20:46
#6
Imagen de Fehzor
Fehzor

Allow me to spew my opinions out all over your face.

Whenever a resource is created, it should be done so for a reason. Like lets say we create minerals. Why did we do that? So that we can have the arcade be constructed. Materials were created... so that players could craft things. Crowns were created so that we can use them to trade among each other and with NPCs. Tokens were created as a means of rewarding players for specific tasks, like killing bosses.

Then the developers introduced a new resource, energy. Why was energy created? So that the developers could make money by selling their MMO cash, requiring purchases and selling power. The dual currency system was supposed to make the game infinitely more fair, and to a large extent works to do that, but infinitely hurt their product and had to be partially removed because of this.

To compensate for the fact that energy was partially removed, we have rarities. Why do we have rarities? What do they do? These are questions that I'd honestly like to have answered. They allow the player to craft things, but materials already accomplished that in the beginning. They reward the players for opening boxes, but materials could have been used to do that as well. They slow the player down, but only one limiting resource is really needed to do that, and materials were created first anyhow.

What you're suggesting is that we allow players to take one resource, that was intended to give us access to building the world around us, and use it as another should we so choose. This whole thing is just silly- why not just have crown costs for everything if we can freely trade between currencies for the ones that we want?

As much as I like economics gone wild, what we need is an elegant way of handling all of these things, not 20 million shops and currencies and trading outposts and tokens that all accomplish the same thing with varying restrictions.

Sáb, 12/06/2014 - 22:46
#7
Imagen de Almond-Riddle
Almond-Riddle
This is Keepscaite by the way...

@Fehzor: I understand where you're coming from, and I admit that my idea isn't exactly an elegant solution to any problem. I'm just trying to put a place for people to use the resources that are currently not in use. It would probably be best for OOO to just remove the need for the Forge and mineral altogether, but that would leave a lot of players feeling that they wasted their time ever collecting said resources in the first place.

Maybe one day OOO will come up with a solution for everything. But for the moment, I'm just making a suggestion to help alleviate an ongoing problem.

Dom, 12/07/2014 - 02:57
#8
Imagen de Fehzor
Fehzor

So then lets say they go to bring back arcade construction (if they don't plan to, they should just remove minerals, as we don't need them for anything.. or classify them as materials), and now they've got a shop set up for trading them for fire crystals. Suddenly, they have to remove the crystal depot and the whole thing is more complicated than it ever was before.

I'd rather them not try to bandaid fix the small issues that players come up with. I think it would be better for them to just plan everything out, and make good decisions to begin with.

Dom, 12/07/2014 - 06:59
#9
Imagen de Almond-Riddle
Almond-Riddle
@Fehzor

Yeah, that would probably be best.

Anyway, aside from the Fire Crystal depot, you haven't really said anything about the Basil bit. What do you think about that?

Dom, 12/07/2014 - 14:31
#10
Imagen de Fehzor
Fehzor

I've written about it a bit, but I think that a lot of why people come on here and claim that there is too much grinding with this basil nonsense is because well.. there IS too much grinding for them. Basil has a random chance of giving recipes and the only course of action when crafting things is to go to him, grind the orbs, do the same thing over and over... this is grinding. It's not that bad of a grind, but it's still a grind when it doesn't have to be.

Now, you could do what you're saying and stick basil at the end of runs (it makes a bit of sense for him to be there), but what I'd like to see is more variety when crafting gear. The tortofist weapons are a good example of this- you don't have to grind them as much, because you haven't done the same thing before then. Instead, you get to fight the tortodrones, which are new and interesting... so why can't a lot of weapons be like that?

Basically, split up the new weapons into categories. Some of these are at Basil, some of these could be found in a dilapidated alchemy machine that almost always appears on a specific compounds level, some of these could be rare (but not too rare, for the first one at least) rewards for danger rooms, and some of them could be found by replaying a certain mission and performing some action; for example, killing Feron could get you access to the dark chaingun.

Dom, 12/07/2014 - 19:11
#11
Imagen de Tech-Star
Tech-Star
I like this

Have to say I like this.

Also, Fehzor does bring up some good points, other then murdering knights...

Mar, 12/09/2014 - 09:50
#12
Imagen de Toxicyoccm
Toxicyoccm
Fehzor indeed has a good

Fehzor indeed has a good point with a mineral conversion shop. It adds a lot that you could achieve with a little (crafting up, increased drops).
I can say I dislike the idea of having a basil at the end of bosses. Bosses are forever at the end of a stratum, which makes 'double-dipping' on a tier's Basil no different than a recipe run. The scenario room, though has merit. The (slim) random chance for a room to be Basil's Temporary Shop of Wonders would be a nice treat which wouldn't overlap upon a level's pre-existing reward. (beating Vanaduke and enjoying the spoils is a reward, being treated to spend money on even more recipe goodness is... redundant?)

In short, Random Recipe Encounters of the Stranger Kind would be beneficial, converting minerals not so much.

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