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April updates & Drafts

PostPosted: Mon Mar 31, 2014 1:16 pm
by AnthonyK
Hi Guys

The new updates will be released after the April dungeon however I have so far 2 of the books in draft on a dropbox for people to paw over and pick holes in if they wish. just drop me a message and ill share the folder to you (ill need your email to do that)

So far the magic book and player books are done

Ant

Re: April updates & Drafts

PostPosted: Thu Apr 03, 2014 9:57 pm
by Mook
Yup, share away!

Re: April updates & Drafts

PostPosted: Sat May 03, 2014 2:42 pm
by AnthonyK
Updated the books again with a new set of draft including change log and power book

the change log isn't perfect, the player book doesn't have the skills by rank and guild type table updated as yet and the power book sect descriptions aren't updated.

Re: April updates & Drafts

PostPosted: Thu May 08, 2014 1:13 pm
by AnthonyK
I aim to have the Player book, Power book and Magic book up as final release by Sunday ready for the event.
The equipment & club hand book should follow shortly but for now the current versions (equipment in the old player book) are fine to use as there are no major overhauling.

Re: April updates & Drafts

PostPosted: Thu May 15, 2014 1:24 pm
by AnthonyK
Equipment list book is now on the dropbox as a draft, now covers what you can get above rank 4 from your guild

Re: April updates & Drafts

PostPosted: Fri May 16, 2014 10:01 am
by Trebor
I think the costs for permanent items are way too high, especially considering they are about 2-4 times more expensive as before. What's the in-world reason for this increase in cost???

Additionally, this makes permanent items that you pick up on a dungeon worth more compared to cash (especially due to the amount of cash that you get). Commonly on dungeons we get rank 3 or 4, twice a day items. These are apparently worth 128/166 dragons. Given the general loot on a dungeon is probably about 10 dragons or so, this means that those that get items are so ridiculously better off (it also means that picking up an item and selling it, even if you only get a quarter of it's value is a no-brainer).

Re: April updates & Drafts

PostPosted: Mon May 19, 2014 12:24 pm
by AnthonyK
There is no in world reason, its not a reaction to ingame events, its a rebalancing, I guess I could come up with something if you needed but a lot of other changes don't have ingame reasons.

So the reason for rebalancing...
First off the old calculation was a fabrication from a calculation I received and comparison to items I knew had been offered or sold, 1 did not meet the other so I did my best though re-arranging the variables to achieve something that met both.. it wasn't possible but I came up with the current calculation which was close as I could get to both.
Its a slightly long calculation which isn't beyond anyone in the club but far more faf than required hence the removal and tabalisation.
The calculation/values though was never really fully thought out because it was a lengthily calculation and whilst the values provided came somewhere near the previous items and the original calculation handed it actually was quite unbalanced. This wasn't evident because up to a few years ago next to nobody bought items but we've become more and more open and more and more people have wanted to buy them which is good but it has highlighted some of the inblance and with the table it highlighted it further whilst also making the items even more accessible to people (as in more people see, are minded of and see the value)

One thing to note is that all the items in the table are the custom build type so 33% more expensive than that of the merchants, I may have missed putting something along these lines in the book.

So why the actual increase, and what changes were made?
First off I dropped the 25% reduction on each charge after the first, part of the calculation had a +3 dragon on top of the potion cost but as soon as you go above 1 charge it instantly is cheaper than buying potions.
Also it would make for even more long winded table/calculation which I was trying to avoid
Now the most crucial change was the permanent items, previously a permanent item added 33% in cost increase onto the base charge cost this was before any modifications for speciality, higher levels, custom building etc, a weekly permanent item was 15% at that increase why would anybody ever have a temp item made?
And this is what we've seen in requests, permanent items are far far far more desirable and of course they are if you have an item that you use more than 3 times you make you money back (that could be 1 dungeon). This has a knock on effect of why ever would you want a potion/scroll

I understand the concerns about that makes items on dungeons more valuable, I've reduced the selling value of items for a start to take some of this into account, it also dissuades people from selling hopefully.

We've had quite a bit of change in dungeon loot over the past few years that perhaps the refs need to have a discussion about, party sizes have increased which means the ratio of items/players has changed, more money has been put into elixirs and less to party pot, people have been more choosy about the items they go after with more people wanting cash (possibly to then buy the item of there choice as they have now being realising they can do).

I think the balance is needed and we have kept temp items above the cost of scrolls and potions but not dramatically increased them, and we have also opened up a difference between daily and weekly items.

Re: April updates & Drafts

PostPosted: Mon May 19, 2014 4:32 pm
by Dave M
RP excuse for it would be preferable I feel. Perhaps demand for items has massively increased as there is less of a tradition of enchanting/empowering items with spells/invocations in the new world?

I like the increase IF there is also an increase in party loot. I think many people feel there has been too few dragons around on many events in the last few years. The problem Rob described already existed - permanent items were cheap compared to say a sword ensorcelled to 1 - worth 130 dragons. Now they are closer to equivalent in price. I remember an event where the person who got the sword came away with more than anyone else put together. At the moment some (justifiably IC) 'greedy' characters flip for more items, while others only call for items suited to them and then end up with next to no dragons.

I think perhaps the really low ranked ones should be a bit cheaper than the tables make them (e.g. rank 0/1). How about you only have the 33% on them if you want to ensorcel/empower an existing item - there would always be a few knocking around at the merchants so you don't need to commission them. There were no rank 0 or 1 healing items of any sphere at the merchants last time I asked for example.

What you said about elixirs is true. One thing I think needs considering is that upping dragons will make elixirs easier to afford and even more prevalent. I really don't like the elixir system how it stands. A few selfless characters are sacrificing their development to provide elixirs for the rest. I would love (some IC storyline) to make elixirs into temporary (1 month) items that are provided at each ref's discretion for their event. At the moment the difficulty of events are too dependent on how many elixirs turn up on the day, and then if a ref puts in hard stats they are basically just punishing those who invested in elixirs.

Re: April updates & Drafts

PostPosted: Tue May 20, 2014 9:56 am
by AnthonyK
Ok it may be worth taking the Elixir discussion to a new thread. Maybe the loot too.

Reducing the cost low level items - temps isn't viable because of the knock on to potions
the perm ones amplify the issue that why would I buy a rank 1 cure potion for 7 if a perm item is say 15? but then I guess who would anyway

Re: April updates & Drafts

PostPosted: Tue Jun 10, 2014 12:42 pm
by AnthonyK
Ok so the guild book has made it to the Dropbox as draft, there are 2 bits I know need to be done, tenants for each paladin guilds & descriptions for the Circle of Great woods Sects.

Have a look and feed back