Ways to Remove High-end Items from the Game (To Curb Item Inflation)
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Fair enough; now that I think about it there's no obvious reason items would have to be identified once you started wearing them, so long as the effects still worked.
The reasoning for identifying equipped items, by the way, was that you'd get a sense of what a weapon did after a few swings, and what armor did after getting hit a few times. If we leave "figuring out what the item does" to the gamer, the overall mechanic still works. I have wandered through insanity;
I have walked the spiral out. Heard its twisted dreamed inanity In a whisper, in a shout. In the babbling cacophony The refrains are all the same: "[permutations of humanity] are unworthy of the name!" |
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" Yes, I'd thought of this as well. Really, though, even if you knew some of what the item did, you wouldn't be sure if that was all. Maybe the item self-destructs after five enemy kills, or it has some other curse. However, being able to equip unidentified items would be cool. |
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Heh. I suppose I should clarify: the original reasoning. You're right about never being entirely sure.
(now, to edit the first post to reflect this) Edit: Oh, one more thought on this, to keep it in the theme of "slowing acquisition of high-end items": this Bind-on-Equip mod (or, if you like, "curse of glue") can have different degrees of severity, requiring more and more of this currency item to get off. Further variables include: a. Whether or not the curse sticks around (pun intended) after you've unglued it from your hand/chest/feet/etc. b. If it does stick around, whether it gets progressively easier or harder to unstick after subsequent re-equipment. Example: person A wears curse-of-glue item X, removes it at a cost of 4 currency items and trades it to person B, who wears it for a while and then removes it for a cost of... 4? 5? 8? I have wandered through insanity;
I have walked the spiral out. Heard its twisted dreamed inanity In a whisper, in a shout. In the babbling cacophony The refrains are all the same: "[permutations of humanity] are unworthy of the name!" |
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What started as an interesting novelty system just got way too complex.
Forum Sheriff
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" Hence, the "can" rather than the "should". That said, it seems fairly simple from here - it's just expanding the bind-on-equip mod from a boolean to an integer. Of course, that sounds fairly jargon-y too, so maybe it's just my own skewed perspective that makes it seem straightforward. I have wandered through insanity;
I have walked the spiral out. Heard its twisted dreamed inanity In a whisper, in a shout. In the babbling cacophony The refrains are all the same: "[permutations of humanity] are unworthy of the name!" |
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The concept is straight forward and simple to understand. I just don't want to have to deal with all those variables when there are much more important and core mechanics that deserve that amount of complexity.
Forum Sheriff
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" ^agreed "turn based rpg's are for people who have sausage fingers" -me
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I think you have to look at diablo 2 for inspiration.If even after how long d2s been out people still trade then do things have to be all that drastic.I think small things can make big differences,things that slow things down in the trade world without ruining the fun.
More random items that are not totally useless.Instead of whole uniques why not unique attributes that rarely appear on items,these could appear in a different colour. Another thing dont overstate the need to prevent people having most items,gameplay does not end at that point as you can still experiment and PvP.As long as most people dont have everything in like the first few years (or months).The Market does not need to maintain itself at a constant till the end of time,there maybe a POE 2 eventually after all.Basically a Market just need to be able to survive a games lifetime. |
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" I believe GGG stated they wanted PoE to last at least ten years. |
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" But they also said they will release expansions in the progress. He who fights with monsters
might take care lest he thereby become a monster. |
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