by AnthonyK » Mon May 19, 2014 12:24 pm
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.