Protomodules Apr 24, 2013 11:38:30 GMT -5
Post by quicklite on Apr 24, 2013 11:38:30 GMT -5
Nobody is interested in a super rare item that does nothing. I'm talking about real items.
As for rarity and random drops being no fun, first of all I disagree. Second of all, we are working on plans to make trading much more efficient and less aggravating, so you can trade for whatever you can't seem to make drop. We feel the system we are envisioning (more details in a later post) would eliminate begging, shouting in the nexus and black-market stores. It would actually resemble EVE's item economy in many ways.
Meh, it's fine that you disagree, because a lot of people would agree with you. An opinion's an opinion, and if you've got a plan to do the super-rare thing AND to elimanate begging/shouting/black marketing and whatnot, I'd be really interested to see it, and (I think) so would many other people. What I was suggesting is that you could have super rare items being rare through effort instead of luck. But both my and you opinions have upsides and downsides, and I'm fine with that. But why not both? Maybe have super-rare items through crafting and through random drops? However, if you were already planning this, then....yay :3
The real-world timer we are discussing is not like Evony or Travian or other MMORTS games where someone destroys your city at 3AM. We are not making FarmVille. All we are saying is that when you pick up an item, you have 24 hours to decide whether you want to keep it. It just takes 2 minutes at the end of your session to stick the item in your vault.
Oh. Huh. My bad, then. Thank God
But the concept still confuses me. So, you put it in your vault, and then what? Do you decide to equip it there? Do you get to take it out for another 24 hours and then put it back again? Are these still collectibles that we're talking about here? Or does the item do the thing it does to your tank, well, from the vault?
I was feeling lazy and couldn't be bothered to multiquote, so I just replied in bold in the quote