2012年4月13日星期五

How to make gold relevant. - Page 4

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Seeing the currency is Perfect gems and then runes, what you must do is tie gold to these two currencies. So gamble for flawless gems and runes, then you have it. A million gold is some gems, or maybe a good rune, prolly only medium runes but at least some gems, it's your gamble.




This is a teriffic solution. I would love to see this happen. One other thing that ought to change is how you lose gold when you die. It feels terrible when it just dissappears out of your stash, but if you think about it, that's how much it costs to revive you, just like it costs loads to revive your merc. It's a penalty, but it shouldn't be automatically withdrawn. If this were just a patch to d2 I would say make the character into the hardcore death art when he dies, then make him pay to revive himself.|||I didn't know something was wrong with the Gold system, neither was it useless. You could gamble items, that is what your gold is good for.|||Quote:








I didn't know something was wrong with the Gold system, neither was it useless. You could gamble items, that is what your gold is good for.




The rarest items are the currency in D2Lod. NOT gold. As mentioned before gold has to be tied to runes and extremely rare items. It must be possible to get high runes for gold, high-end items for gold.

I like the gambling/crafting/rerolling options in D2Lod very much. It should be possible to get +3skillamus only by crafting/gambling. If +3 is too high then just the +2 amus/items by gambling/crafting. Tied to gold it will make gold the currency it should be.

Most important: If they make a WORLD event on D3, -tie it to gold and not to the soj or other rare items.|||Tying gold donation to a world event vs soj sales (or similar,) is brilliant! I vote for that one!!!|||I posted this in a different thread but I'll repost here.

Here is what I would do for gold in D3, to give it some value, but not supreme value. Gold should be useful, but you shouldn't be able to get everything with it.

Get rid of useless gold sinks:

1) Get rid of item durability/repairs (they're annoyances that disproportionately punish melee builds, and not conducive to fast-paced gameplay; ethereal items would need something else to counterbalance them)

2) Possibly find an alternative merc resurrect penalty

Reduce the supply of gold:

1) Reduce gold drop frequency

2) Rarify the %goldfind affix

3) Drastically Reduce selling prices of items (gold piles should be worth more than most white/blue items); also, uncap selling prices

Increase the demand for gold:

1) Improve the odds in gambling (not by too much; e.g. sets 1/500, uniques 1/1000)

2) Reduce the amount of high level items with useless magic affixes, and allow vendors to frequently sell viable "second-rate" gear at high but affordable gold prices

3) Allow unlimited inventory space in a shared account stash to be bought at a fixed rate (In D2 terms, around 50,000 - 100,000 gold per item slot)

4) Allow respeccing at an increasing gold-cost (in D2 terms, 25,000 gold for the first skillpoint or 5 stat points, with a 10% compounded cost for each additional 1 skill/ 5 stats, capped at around 1M gold; stats and skills would be separated for respec purposes, so respeccing a ton of stats wouldn't increase the costs of respeccing a skill, and vice versa).

5) Allow common cube ingredients to be bought for crafting purposes, such as pgems. This is really just a different version of gambling.

6) Allow items to be unsocketed (returning all the ingredients along with the item) for a decent price (in D2 terms, 50,000 gold for normal items, 100,000 gold for exceptional items, 150,000 gold for elite items). Runewords would have a higher cost to unsocket.



Other things this thread has prompted:

World event or something like it with randomized high chance for good items instead of guaranteed specific reward is a great gold-sink.

I say "no" to repairs because they disproportionately favor casters and punish meleers, who are already among the weakest. Plus they're just annoying. Kinda like stamina.

Death penalty should be related to player level and number of deaths with that character. No minimum cap either, so you could go into debt for deaths (no buying anything but scrolls, keys, and potions until you repay that debt).

You should not be able to get everything with gold. The best items should be drop-only. This is because gold-farming is much less exciting than item farming.

Status/customizations that have no influence on power are a good gold-sink as well (recoloring armor)

Paying to reroll (rare only?) items is another possibility.|||How to make gold relevant?

How many times have you seen this:

Armor. Defense: 150. Sell Value: 35000

Skin of the Vipermagi. Sell Value: 1500

How about making unique items actually worth something in gold? An Enigma should be a few million, not just 4000 or something like that...|||Because I didn't want to read 4 pages of ideas, I'm pitching mine with an apology if someone already stated it.

I think Blizzard needs to take a page out of the WoW gold system. And by this I mean a 3 or 4 tiered currency. Copper / Silver / Gold / Platinum with a ratio of 100:100:100:1

I hate dealing in terms of a million gold. GOLD IS HEAVY! LOL no one can carry that much.



Next, create an auction house where items can ONLY be sold / traded for currency. This will create a HUGE demand for the currency. Last, STOP TAKING MY GOLD WHEN I DIE!!! No one deals in gold in DII because they take so damn much after a death that was probably cause by the lag on their servers.

Just my opinion.|||Its easy.

they just need to increase the return-on-investment from gambling, and the vendors in hell should sell rare (rare as in yellow text) items that spawn with good mods.

maybe even let them sell runes and charms too.|||Enjoy most of the ideas...mainly the gold sinks. A decent idea for a gold sink would be a begger.

Begger asks for gold...you give begger gold...there is a 10% chance the begger will give you an item. The more you give the begger in one load the better the item might be. Although, gold does not collect over time.

So you can't give the begger 20,000 in one load and then give it like 500 several times in a row and expect an item worthy of the 20,000.

Sort of like gambling, but a bit more random. If you get an item on 500 gold you might get a sword with 1-3 fire damage added. If you get an item on 20,000 gold you have a shot of getting a powerful item. If you get an item on100,000 the item might be godly.

The chance of getting an item is so low that it won't undermine the characters finding powerful items in battle, but also if the character is given an item in return the character will at least get an item equal to what they paid for in gamble.

Also, to make it more likely for players to return...the item handed out is random. Sometimes it might be a ring, sometimes a helmet, sometimes, a sword, but it wouldn't give a character something that is class specific to another class. So witchdoctors aren't worrying about getting a barbarian specific item.|||Gold's is already relevant in the Diablo series...

The question to be asked is... "How to make gold important?"

One great way to increase gold's importance is by making it the main resource for getting your hands on potions. If potions were harder to find, then players would be forced to collect gold to ensure their survivability. Gold would be associated with things that the player cares about, rather than simply gambling for junk. Furthermore, making gold less available would also boost it's importance. Players would be forced to cherish every gold coin that they find since it is the best way to gain access to potions.

Gold should also be considered a limitless resource. In other words, the maximum amount of gold a player can keep in his/her stash should be so high that it is almost impossible to reach. If it were possible to remove the gold limit, then i would rather that be implemented. This doesnt require an immense amount of memory or graphical modification. So i think this is a feasible modification to D3.

These changes could potentially turn D3 gold into the currency of the game. I would rather gold be the new currency, which would replace Sojs and high level runes.

Thanks for reading... Gforce...

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