Jonny Clyro
Mature
- Joined
- Feb 19, 2013
- Posts
- 35
- Avatar Name
- Jonny Clyro Vedder
Disclaimer: long, boring read
There’s been a lot of talk about the ‘flood’ of unlimited weapons killing the price of UL and L weapons alike, newer SIB gear devaluing old-school equipment, a general lack of markup in loot, etc., etc. I have a suggestion, that I believe could address these issues, increase turnover, and add to the investment mentality that I believe helps separate EU from other games.
Add more unlimited SIB items to the game. Yep, I said it. More.
I would like to see upgradeable UL equipment available in the trade terminal. I know we already have the tiering process, but I’m thinking about equipment that could effectively ‘grow’ with an avatar. Think Ziplex Specialized seekers, Herman Ark Custom rifles, Ozpyn Chameleon armor (ok, the names suck, but you get the idea). The items could begin as low-level SIB gear with base stats, and (after enough uses) the equipment could be upgraded, increasing the base value, the SIB level, and the stats.
The upgrading process could consist of looted materials, crafted components, and crafted parts (e.g. tool parts come from tool crafting, weapon parts come from weapon crafting). Each new upgrade level would be harder to achieve, requiring more time and additional materials. I believe if this was executed correctly, the upgraded items could actually reinforce market prices for existing items rather than deflate them (based on the time and investment it would take to reach higher levels).
The biggest selling point to this idea, in my mind, is the potential to customize each item to fit the avatar. Every item could offer different upgrade paths. Let’s say Jonny wants a high-dps BLP rifle, and Clyro wants a long range BLP tagger. Both players buy a CalyTrek Ascention Grade 1 from the TT. Jonny focuses his upgrade paths toward base damage and attacks/min, while Clyro concentrates on range and base damage. After some heavy grinding, both avatars have a CalyTrek Ascention Grade 5 that fits their individual play styles.
Also, this could be an opportunity to add another ESI-type item to loot that could be used to ‘wipe’ existing upgrades so players can reconfigure their equipment.
So, what wouldn’t this kill the limited item market? I think if these new upgraded items retain a higher SIB level than the limited equivalents, then there will always be a market for the limited items. Plus, if the limited items are reduced or removed from hunting loot, they can become specialty items mostly available from crafters.
Possibilities
Hunting
Mining
Crafting
I believe that MA is grasping to find a way to introduce high-markup equipment without damaging the market on existing gear. Items such as Vampiric Cloaks are pushing the market toward the ‘next big thing’, but how far can that really go? Upgradeable items could help keep the market player-driven, without having to constantly introduce newer, more exotic items. Plus it would allow people to be even more ‘invested’ in their avatars.
Now, for anyone who actually made it all the way through this post, I thank you. What do you think? I know I’m daydreaming here, but I think it could work
Jonny Clyro Vedder
…now let the trolling begin
There’s been a lot of talk about the ‘flood’ of unlimited weapons killing the price of UL and L weapons alike, newer SIB gear devaluing old-school equipment, a general lack of markup in loot, etc., etc. I have a suggestion, that I believe could address these issues, increase turnover, and add to the investment mentality that I believe helps separate EU from other games.
Add more unlimited SIB items to the game. Yep, I said it. More.
I would like to see upgradeable UL equipment available in the trade terminal. I know we already have the tiering process, but I’m thinking about equipment that could effectively ‘grow’ with an avatar. Think Ziplex Specialized seekers, Herman Ark Custom rifles, Ozpyn Chameleon armor (ok, the names suck, but you get the idea). The items could begin as low-level SIB gear with base stats, and (after enough uses) the equipment could be upgraded, increasing the base value, the SIB level, and the stats.
The upgrading process could consist of looted materials, crafted components, and crafted parts (e.g. tool parts come from tool crafting, weapon parts come from weapon crafting). Each new upgrade level would be harder to achieve, requiring more time and additional materials. I believe if this was executed correctly, the upgraded items could actually reinforce market prices for existing items rather than deflate them (based on the time and investment it would take to reach higher levels).
The biggest selling point to this idea, in my mind, is the potential to customize each item to fit the avatar. Every item could offer different upgrade paths. Let’s say Jonny wants a high-dps BLP rifle, and Clyro wants a long range BLP tagger. Both players buy a CalyTrek Ascention Grade 1 from the TT. Jonny focuses his upgrade paths toward base damage and attacks/min, while Clyro concentrates on range and base damage. After some heavy grinding, both avatars have a CalyTrek Ascention Grade 5 that fits their individual play styles.
Also, this could be an opportunity to add another ESI-type item to loot that could be used to ‘wipe’ existing upgrades so players can reconfigure their equipment.
So, what wouldn’t this kill the limited item market? I think if these new upgraded items retain a higher SIB level than the limited equivalents, then there will always be a market for the limited items. Plus, if the limited items are reduced or removed from hunting loot, they can become specialty items mostly available from crafters.
Possibilities
Hunting
- Weapons could be upgraded focusing on damage, attacks, or range.
- Low-markup limited items could be reduced/removed and replaced with upgrade materials with long-term markup potential.
- Armor could be upgraded to protect against specific damage types or to increase durability.
- FAPs could be upgraded focusing on heals or uses.
Mining
- Finders could be upgraded focusing on depth, range, or probes/use.
- Assuming range is a contributing factor to loot volatility, miners could upgrade finders to increase (or decrease) range to fit their mining style, similar to the ‘slider’ that has been suggested in the past.
- Mining excavators could be upgraded to increase uses or efficiency.
- New sootos could be introduced for rare mining upgrade materials.
Crafting
- Crafting could be utilized in each upgrading process.
- Less limited items in hunting loot for crafters to compete with.
I believe that MA is grasping to find a way to introduce high-markup equipment without damaging the market on existing gear. Items such as Vampiric Cloaks are pushing the market toward the ‘next big thing’, but how far can that really go? Upgradeable items could help keep the market player-driven, without having to constantly introduce newer, more exotic items. Plus it would allow people to be even more ‘invested’ in their avatars.
Now, for anyone who actually made it all the way through this post, I thank you. What do you think? I know I’m daydreaming here, but I think it could work
Jonny Clyro Vedder
…now let the trolling begin