Yeah, this is a far more effective means of discussing potential changes than the discord’s general channel or ingame global chat. It’s a shame I’ve heard so many players flat-out state they refuse to use forum software of any type.
Andy:
Removing the scarf from some of its more easily to obtain areas is another potential option. The issue with that is the damage is already done – those who have the scarf will hang onto it, and due to its nature it’s nearly impossible to lose. I do agree we need to remove overlap in obtainables as a whole as mentioned in the economy post.
Ah, but this was something I’ve already proposed a potential solution to as well.
Of course, reducing the influx of items into the game won’t help much if there’s a massive backlog of extra items already in the economy beforehand. And so we come to part two of my first proposal… “Collector’s” and “Vintage” item variants.
The obtaining of “Collector’s” tier items would be a new permanent addition. Simply trade in a number of items (my idea was something between 3-5) for a currency specific to that item, which can then be used to buy the collector’s variant of that item. (Perhaps also along with a hefty cash fee) Collector items become undroppable/untradeable, but also unlosable.
“Vintage” items would be similar, but with a few differences. Unlike their lesser counterparts, they would require significantly more of their base items to be sacrificed to create them (perhaps even as many as 10-20, with a higher poke cost as well if that’s included) and only be available for creation a limited time after their release. The trade-off, would be that while they keep the benefit of being unlosable like collector items, they can be traded between players, even after they’re no longer obtainable.
This would help fill the void of high-tier items in the economy for players with leaderboard-worthy nest eggs to actually buy, while also providing a motive for players to destroy items with an overabundance in the market today.
Andy:
Personally I think for an MMO a forgiving durability mechanism wouldn’t be all that bad. Of course it wouldn’t apply to solely the trap scarf if implemented, but to the majority of equipment in the end. As a result of having a defined number of uses these items would be more difficult to lose. Not impossible, but much harder. And when some of these items break, you’d have a chance at restoring them for a bit of poké – think Used TMs from Sky as an indirect example.
Perhaps if this were a feature of the game at launch then I would agree. But nothing is going to incite backlash like “Oh, by the way, your items are gonna fall apart now unless you pay up.”
Of course, of course.
On a side note though, is it possible to move parts of a thread into a new one? This new line of discussion probably belongs in Suggestions and Contributions now, I would assume.
3 Likes