Sadre Spinegnawer
04-01-2015, 03:53 PM
mudflation already rules like an iron fist over p99,and it's not all negative. You can work the fields and save your plat and buy some stuff in ec on p99 you could only dream of in live, and some of that is pretty cool.
But, at the highest end -- namely raid loot -- things get strange. As this server continues to age -- and it is *already* quite old, with a 4+ year Kunark era economy alone -- more and more end level gear just becomes farmed and sold, and since we are talking about raid loot, we are not talking about enterprising individuals who camp a fbss, but guilds who plan and organize raid-level farming.
And, it is only going to increase. It is the Iron Law of Mudflation: if anything can be sold, it will be sold, and it will be sold for cheaper and cheaper prices. Total VP multiquests w/ class BP package deals will be sold within a year, I *personally* guarantee it. It's how any sellable system works.
That system has its positives, but it is also ... well, choose your own term. It just seems like bad gameplay, but not the players' fault, but the design of the game. It concentrates too much power in a very predictable raid guild system. So that gets me to my point., a way to at least make the predictable system more complicated and so to at least delay it as much as possible. Note: this is not meant to eliminate the problem, but just to make it more of a total pita. THIS IS NOT MEANT TO BE A PLEASANT IDEA, or to totally eliminate the issues. In fact, it is designed to make things worse, so they can get better. Consider it napalm for the soul.
The Grats Rot Raid Loot Tag System. New loot tag: "rottable"
1) This only applies to raid level loot, either drop or no drop.
2) Add code for raid level targets that allow only those who are/were on the mob's aggro list to loot items from that corpse.
3) Anyone who was not on that mob's aggro list cannot loot that mob's items, ever. Those on the aggro list, can both loot the item and trade it (if it is a drop item) with others who are also on that item's (hidden) tag list. (Those EC trak tooth trades gonna get tricky, and awkward!)
4) lore restrictions for this class of loot apply across an account, not just per char.
5) Increase raid mob corpse decay time to 4 days. Suffer all ye who look upon its rottable glories.
6) all current raid loot items on chars are marked as no trade. Those accounts with more than one of such an item, as a "Platinum Level Status" bonus feature, get to keep one of them, with a special tag to their account they can acquire one more. Their names will appear in Platinum to other players.
What does this system accomplish? It throws a wrench into system. Guilds depend on being able to sell a *lot* of stuff to be able to... kill the next round of stuff they need to sell to kill the enxt round of stuff.... and they told two friends, and so on, and so on, and so on. It needs shaking up. Possible results may include but are not limited to:
1) mob kill counts become more pointless when you can't make plats off the carcass.
2) maybe you can't rely on 100k in recharged items to largely constitute your skill set anymore.
3) guilds will tend to kill what they need, not what they want to sell or keep others from selling.
And so:
http://cdn.meme.am/instances/500x/60871545.jpg
edit:so-called "malice kills" are permitted, that is, where a guild kills a mob, and leaves its loot to rot in the open for 4 days to make others suffer. If that turns you on, go for it.
But, at the highest end -- namely raid loot -- things get strange. As this server continues to age -- and it is *already* quite old, with a 4+ year Kunark era economy alone -- more and more end level gear just becomes farmed and sold, and since we are talking about raid loot, we are not talking about enterprising individuals who camp a fbss, but guilds who plan and organize raid-level farming.
And, it is only going to increase. It is the Iron Law of Mudflation: if anything can be sold, it will be sold, and it will be sold for cheaper and cheaper prices. Total VP multiquests w/ class BP package deals will be sold within a year, I *personally* guarantee it. It's how any sellable system works.
That system has its positives, but it is also ... well, choose your own term. It just seems like bad gameplay, but not the players' fault, but the design of the game. It concentrates too much power in a very predictable raid guild system. So that gets me to my point., a way to at least make the predictable system more complicated and so to at least delay it as much as possible. Note: this is not meant to eliminate the problem, but just to make it more of a total pita. THIS IS NOT MEANT TO BE A PLEASANT IDEA, or to totally eliminate the issues. In fact, it is designed to make things worse, so they can get better. Consider it napalm for the soul.
The Grats Rot Raid Loot Tag System. New loot tag: "rottable"
1) This only applies to raid level loot, either drop or no drop.
2) Add code for raid level targets that allow only those who are/were on the mob's aggro list to loot items from that corpse.
3) Anyone who was not on that mob's aggro list cannot loot that mob's items, ever. Those on the aggro list, can both loot the item and trade it (if it is a drop item) with others who are also on that item's (hidden) tag list. (Those EC trak tooth trades gonna get tricky, and awkward!)
4) lore restrictions for this class of loot apply across an account, not just per char.
5) Increase raid mob corpse decay time to 4 days. Suffer all ye who look upon its rottable glories.
6) all current raid loot items on chars are marked as no trade. Those accounts with more than one of such an item, as a "Platinum Level Status" bonus feature, get to keep one of them, with a special tag to their account they can acquire one more. Their names will appear in Platinum to other players.
What does this system accomplish? It throws a wrench into system. Guilds depend on being able to sell a *lot* of stuff to be able to... kill the next round of stuff they need to sell to kill the enxt round of stuff.... and they told two friends, and so on, and so on, and so on. It needs shaking up. Possible results may include but are not limited to:
1) mob kill counts become more pointless when you can't make plats off the carcass.
2) maybe you can't rely on 100k in recharged items to largely constitute your skill set anymore.
3) guilds will tend to kill what they need, not what they want to sell or keep others from selling.
And so:
http://cdn.meme.am/instances/500x/60871545.jpg
edit:so-called "malice kills" are permitted, that is, where a guild kills a mob, and leaves its loot to rot in the open for 4 days to make others suffer. If that turns you on, go for it.