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    Suggestion considering consumables balance

    Scheduled Pinned Locked Moved Implemented/Closed Suggestions
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    • W
      Walrus Warwagon
      last edited by

      I will keep it short. I think this can make balancing attempts easier and more successful.
      What if we had a small selection of use/day items with basic buffs, so that everyone had the opportunity to properly prepare for the encounter or try to use those that have a short duration at the right time. But at the same time, potions can be insanely expensive, and magic wands are a little cheaper if you take into account all the charges, but keep them in a small amount (for example, 5 charges per wand). Thus, you always have your own basic buffs if you are well rested, but if you want to get extra weight, you have to pay a lot.
      Alternatively, but this will require working with scripts, these can be items that receive a charge from a separate “battery” that restores them in time or when conditions are met, which allows players to control which buffs they want to spend their limited supply of charges on.
      Of course, I do not recommend that this system affect healing. Too much in combat revolves around healing working as originally envisioned.

      This suggestion will remove costs from mandatory buffs up to a certain amount, giving players the opportunity to save funds and use coins for various purposes. At the same time, the cost of high-difficulty content will be increased, so people will be able to spend their savings on high-risk high-rewarded challenges in the hope of receiving a reward.

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      • ?
        A Former User
        last edited by

        I love this as an idea, but think we should put a pin in it for now, since a lot of what the balance team is intending for, might not be visible in the current version of the module, lots of quests don't have their intended rewards, either in gold, exp or loot, and potion shops may or may not be understocked from what I've heard of different people.

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        • Prof. MisclickP
          Prof. Misclick @A Former User
          last edited by Prof. Misclick

          @Vagabond3103 said in Suggestion considering consumables balance:

          I love this as an idea, but think we should put a pin in it for now, since a lot of what the balance team is intending for, might not be visible in the current version of the module, lots of quests don't have their intended rewards, either in gold, exp or loot, and potion shops may or may not be understocked from what I've heard of different people.

          100%. Keep the suggestions coming please but please be patient as we work through all this.

          Happy gaming!

          Retired

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          • Tempest RoseT
            Tempest Rose
            last edited by

            There are still a couple quests which haven't been done yet :) For now... It is hard though, I will say that, even with optimized parties because we are essentially doing this on Hard Mode +. What I can say from experience is that buffs like barkskin and stuff aren't a luxury. They are absolutely 100% mandatory for the quests in their current balance, and with npc prices there is a really big difference in quest challenge and reward/sustainability. You can easily hit a point where you can't quest because you don't have buffs/healing, and can't get buffs/healing because you can't quest.

            But it is still a work in progress! Once loot has been added, or some encounters tweaked, we'll be able to see what the bigger picture is like. At the moment though.... Buckle up buckaroo and get ready to score some bragging rights of "Yea I did all that stuff before it even had rewards!"

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