Post by Kitsunenotsume on Dec 8, 2017 11:44:31 GMT -5
It occurred to me a few days ago that trans and locks can be quite penalizing to the return of dungeons, particularly when a character who normally operates with a group goes off on their own for a bit.
To evade broken items one needs training in both Detect and Lock-picking, and for the traps one is dealing with not to be invisible before you attempt to open the chest.
In the event that a trap is tripped or a lock is smashed, the contents within have a chance with being replaced by a single "Broken Item" which basically acts as a placeholder of 0-value.
I would like to suggest that these 'Broken Item's be supplemented by actual items with a 'Broken' quality, as introduced by my suggestion earlier this year.
In example (percentages for illustrative purposes only)
Rather than having a 20% chance of a mere 'Broken Item', there could be a 5% chance of a 'Broken Item, and a 50% chance of any gear inside to contain a 'Damaged' mod that reduces it's value and utility by 20%.
Alternatively, one could supplant the entire 'Broken Item' chance, and guarantee (or something like an 80%+ chance) that any items contain detrimental mods, which would result in a more reliable haul than the current 'all-or-nothing'.
ISSUES:
I see that this system would have a critical flaw, in that past a certain rank (around 25-30), items are worth more than the maximum barter price possible (which starts at 100 and caps at 260).
This means that a 20% value reduction on a rank 50 item is not a value reduction UNLESS it is attempting to be repaired or improved. In the case of some high-tier items, even a 90%-95% price reduction would make it worth more than the max-sale price.
This could be side-stepped by given any items with a damaged/broken mod a flag that prevents them from being sold to NPCs, which is removed when the module is.
In effect, the merchants would refuse broken items, purchasing them only after they have been repaired.
This would act mostly similar to the situation with current Broken Items regarding wealth, while giving sub-par items of appropriate rank for XP and upgrade/conversion, or simply some basic value in materials (and possibly XP) if Deconstructed.
Alternatively, if it is possible for merchants to discriminate, the item could be sold for the appropriate percentage of waht it would sell for otherwise.
In example: If an item sells for 200$, if it contains a damaged property that reduces its value by 20%, the vendor would offer to buy it for 160$.
At this time I do not think this is as probable.
To evade broken items one needs training in both Detect and Lock-picking, and for the traps one is dealing with not to be invisible before you attempt to open the chest.
In the event that a trap is tripped or a lock is smashed, the contents within have a chance with being replaced by a single "Broken Item" which basically acts as a placeholder of 0-value.
I would like to suggest that these 'Broken Item's be supplemented by actual items with a 'Broken' quality, as introduced by my suggestion earlier this year.
In example (percentages for illustrative purposes only)
Rather than having a 20% chance of a mere 'Broken Item', there could be a 5% chance of a 'Broken Item, and a 50% chance of any gear inside to contain a 'Damaged' mod that reduces it's value and utility by 20%.
Alternatively, one could supplant the entire 'Broken Item' chance, and guarantee (or something like an 80%+ chance) that any items contain detrimental mods, which would result in a more reliable haul than the current 'all-or-nothing'.
ISSUES:
I see that this system would have a critical flaw, in that past a certain rank (around 25-30), items are worth more than the maximum barter price possible (which starts at 100 and caps at 260).
This means that a 20% value reduction on a rank 50 item is not a value reduction UNLESS it is attempting to be repaired or improved. In the case of some high-tier items, even a 90%-95% price reduction would make it worth more than the max-sale price.
This could be side-stepped by given any items with a damaged/broken mod a flag that prevents them from being sold to NPCs, which is removed when the module is.
In effect, the merchants would refuse broken items, purchasing them only after they have been repaired.
This would act mostly similar to the situation with current Broken Items regarding wealth, while giving sub-par items of appropriate rank for XP and upgrade/conversion, or simply some basic value in materials (and possibly XP) if Deconstructed.
Alternatively, if it is possible for merchants to discriminate, the item could be sold for the appropriate percentage of waht it would sell for otherwise.
In example: If an item sells for 200$, if it contains a damaged property that reduces its value by 20%, the vendor would offer to buy it for 160$.
At this time I do not think this is as probable.