So when you go full party and everyone has 2 of them, drops won't be a problem and ppl can hopefully stop complaining about drop rates.
The devs will still make money cuz of trinket slots
So when you go full party and everyone has 2 of them, drops won't be a problem and ppl can hopefully stop complaining about drop rates.
The devs will still make money cuz of trinket slots
Why not just fix the drop rates entirely instead of shoehorning some lame artificial fix in?
This could create a massive grinding divide between people who don't have these trinkets and those who do... and even if everyone had them, it'd stifle your choices in trinkets.
I guarantee people would play in PUGs a lot less if their effects were group-wide and stackable.
I'm all for making more creative trinkets, but this wouldn't do much good.
Then they can complain about not having enough hp since they were too used to having double pentaheart trinkets.
I agree, most games (even MMOs) have some sort of "luck find" or "treasure hunter" booster. I think that the already existing heat boosters in the game could be the method for this - not trinkets. You can only activate one booster at a time. A booster will only grant a boost to one thing and be a temporary effect until you activate another booster.
Booster for Heat- this exists.
Booster for Crowns - how much would you have to play for this to pay for itself? Ever since the elevators were made to be free (isn't that priceless? hahahahaha punny .-.) I've been thinking about this one.
Booster for materials - no-brainer.
Booster for rarities - eh, not so sure on this one. Energy for energy, basically, is what this would be...again, how much would you have to play for this to pay for itself?
Booster for Utility Pickups - WHY!? Sure, more vials to throw...but also more pills/vitas.
Boosters like these are risky in an MMO where "real money" is used. But the way things are going, "real money" is being directed towards aesthetics and bonus UVs, FAR more than anything else - making a small booster for general gameplay and crafts a bit more reasonable than ever before.
Skepticraven's point about loss of hp, should the booster be a trinket, is a great point, and is support against having the boost be in BOOSTER form, vs. TRINKET form.
I often thought about having a pet perk called "curiosity" that made your pet pick up random materials that are added to your inventory if you get on the elevator. These would include rarities to not be pointless.
Here's the thing.
"Wasting" a slot, whether it's a perk or a trinket, in order to get more out of your time isn't fun. You should be able to play to your own specific strengths, not just what gives you the most dosh (or in heart trinkets' case, universal power). [You're probably feeling a sense of deja-vu. Yes, this is painfully similar to my ideals for equipment balance.]
Health trinkets are an abomination on their own; no argument there.
Speaking of BOOSTERS..
Heat boosters seem more to me like a "pay to lazy" than a "pay to 'win'" boost. You can't trade heat.
But you can trade crowns. You can trade materials. I don't want that kind of booster.
A rarity booster would be A-OK, but I still want to see regular drop rates evened out first.
"Usable" boosters are pretty unnecessary too. I'd rather see different amounts of usables as per the difficulty setting.
Interesting idea. I've never heard this one before.