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Old 16th April 2008, 10:25   #1 (permalink)
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Default ingenious item-loot system

What do you think of the item-loot system that is announced up to now?
I think its pretty ingenious due it envolves full-loot, makes crafting important as well as raiding in instances.

You need to raid to get a very rare item - as it was stated; some items are really just once in the world to drop, but - and here comes the really awesome part - you can learn from the item you got, how you can craft it. So even if the item gets destroyed or lootet out of your body, you're still able to craft it. Many people here cried about full-loot makes raiding and item-decay not worth the effort, but the opposite is the case. It aproves the crafting, trading and the bounty hunters alot. People will pay a lot for weapons since you can craft them as many times as you want to once learned (that's what I assume to the answered questions), they'll even hire bounty hunters to get some exotic items.
Full-loot and decay will increase the need of items and so the crafters will get lots of customers.

I'm really suprised how simple and efficient this system sounds.
What do you think of that?
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Old 16th April 2008, 10:30   #2 (permalink)
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Old 16th April 2008, 21:18   #3 (permalink)
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Old 16th April 2008, 21:34   #4 (permalink)
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Quote:
Originally Posted by Blixa View Post
What do you think of the item-loot system that is announced up to now?
I think its pretty ingenious due it envolves full-loot, makes crafting important as well as raiding in instances.

You need to raid to get a very rare item - as it was stated; some items are really just once in the world to drop, but - and here comes the really awesome part - you can learn from the item you got, how you can craft it. So even if the item gets destroyed or lootet out of your body, you're still able to craft it. Many people here cried about full-loot makes raiding and item-decay not worth the effort, but the opposite is the case. It aproves the crafting, trading and the bounty hunters alot. People will pay a lot for weapons since you can craft them as many times as you want to once learned (that's what I assume to the answered questions), they'll even hire bounty hunters to get some exotic items.
Full-loot and decay will increase the need of items and so the crafters will get lots of customers.

I'm really suprised how simple and efficient this system sounds.
What do you think of that?
If you read nothing else in his post, read that.

+1, that makes sense, pure and simple.
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The "PVP/Sanbox" demographic is small enough. I don't think they could afford to make a game for the PVPWhileWatchingPorn demographic, no money in it.
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Old 16th April 2008, 21:52   #5 (permalink)
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Wow. That's so ludicrously simple and yet solves so many problems. I love it.
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Old 16th April 2008, 22:10   #6 (permalink)
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Didn't a Dev somewhere say that you can learn from the items you find and "recreate" em and share that knowledge if you wanted too.
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Old 16th April 2008, 22:42   #7 (permalink)
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Sounds good to me.
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Old 17th April 2008, 01:12   #8 (permalink)
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That's spot on mate! Hoping to see you in-game.
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Old 17th April 2008, 08:20   #9 (permalink)
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this recreate system has an imbanes in it .
if you get a unique and rare wepon you can start crafting it and sharing it with the rest of the players .
the "learning how to craft it" method may be gained after you were kill - like an inlightment , meaning after you get killed and that unique weapon gets stolen from you , you can start crafting it. But crafting should have a limit - 1 time per life span that item should be crafted so it wont imbalance the system.

And add a chance in learning to craft that item - give some sadic pleasure to gangers )
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Old 17th April 2008, 20:51   #10 (permalink)
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Where exactly did you get this info on having to "raid?" I assume what you are talking about is the type of raiding found in other games, such as WoW, but the only quote I found says this type of raiding will not be in game (sorry if I am mistaken about your meaning of the word rad):

"But I definitely can't see "raiding" in Mortal Online as the type of establishment it has become in other games."

I think the ability to craft awesome gear found and share that knowledge with others is cool. But what I think is even cooler is that since the sharing of the knowledge is a choice, and the item will probably only be dropped once (or a few times?), it is up to the player to decide whether they want to be the only one that has the weapon. That is just awesome IMO.

If we are not able to study the item though and duplicate it, can we instead have someone else who has the appropriate skill do so?
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Old 17th April 2008, 23:28   #11 (permalink)
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I agree, but they couldn't just "learn it" right then and there, they'd have to do something first, and have had the item for a while not just pass it around to everyone so they can easily start making 1000's of this very rare item. Also since I'm hoping it is full loot, people raiding together, if it is in fact PVP Everywhere, will have to maybe defend themselves when faced with a "who gets what" problem.
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Old 17th April 2008, 23:58   #12 (permalink)
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Just a side note, I love this idea (as I've said)

However, I think that the older and ancient items (or at least some of them) just couldn't be learned from. It's a crafting technique unreplicateable(sp?), otherwise "Unique" weapons, wouldn't be so...well...unique...
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Old 18th April 2008, 00:07   #13 (permalink)
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Quote:
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Just a side note, I love this idea (as I've said)

However, I think that the older and ancient items (or at least some of them) just couldn't be learned from. It's a crafting technique unreplicateable(sp?), otherwise "Unique" weapons, wouldn't be so...well...unique...
But then if it possible to go questing into the ruins of the said civlization to learn how they created the said item, wouldn't that be interesting as well?

Skilled Crafters with the support of guilds should be able to match items in quality as those of "Legend"

Also, as soon as random chance is involved in anything; all strategy goes out the window; so in crafting, please... no random chance; everything is determined by the quality of the ingredients you used, and the charachters skill in crafting...
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Old 18th April 2008, 00:10   #14 (permalink)
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But then if it possible to go questing into the ruins of the said civlization to learn how they created the said item, wouldn't that be interesting as well?
Actually, that'd be pretty bad ass, you'd have to spend X amount of time fighting with the blade, then X amount of time in the blades origin ruins translating (not something difficult, but maybe a fun mini-type game? just a running thought)

Basically I just don't want every single item to be another copy of another item.
In 90% of MMO's I've played there's
"THE warrior weapon"
Or
"THE healer staff"

I want to know there is honestly not enough to go around, and you have to find what works best for you, not for every damn player using a similar build, ya know?
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The "PVP/Sanbox" demographic is small enough. I don't think they could afford to make a game for the PVPWhileWatchingPorn demographic, no money in it.
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Old 19th April 2008, 19:40   #15 (permalink)
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I love this idea!
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Old 20th April 2008, 03:46   #16 (permalink)
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Learning to craft whatever item you get would have its ups you never died and it only broke on you every once and awhile. But say after you died with the first one, craft another..die again and craft another,..3 of those said items are now in the world and also atleast 4 or more people can know create it because they learned from the weapon or someone taught them. Though it would be great that you could never really lose your gear if you craft it again.
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Old 20th April 2008, 04:35   #17 (permalink)
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The OP didn't just dream up this system of crafting, the devs already said it was in the game. He was just praising it, as he should have.

What the devs said was along the lines of "there will be unique items, and you can learn how to craft them once you discover them." I assumed that meant that artisans could reverse-engineer an incredibly rare item, destroying it in the process, then possibly salvage materials from the reverse-engineering to make it again or need to gather up the resources required to forge another blade of the same caliber.

I just hope "unique" or "rare" items don't become required to be adequate in PvP, for me that would ruin the player skill-based gameplay.
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Old 20th April 2008, 07:22   #18 (permalink)
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I like the thought that you would have to actually use the item to learn how to make it.

There should also be a skill restriction on it, ie: if you have a swordsmith skill of 50 and a sword requires a skill of 150 to craft you would need to either find someone else to craft it for you or hang on to that sword until you have enough skill to study itand figure out how to craft it. In other words you won't be able to learn a recipe until you can actually make it.
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Old 20th April 2008, 13:25   #19 (permalink)
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I'm sorry but it was no in my attention to let you think I made up this idea. What I really meant was just to tell you this system is how it works. I just did some research in the question-answer-topic and that's what I found out.

Once again: This was NOT my idea, it was the DEV's and it'll be in the game exactly like this.

Hope this was for a better understanding.

@"unique"-items: The items will decay with time so real unique items will just disappear with time. And I hope they will even decay when they're in the bank to prevent the players from using crap-Equipment and collecting the rare item just for the bank.
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Old 20th April 2008, 16:22   #20 (permalink)
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The full-loot system will basically make the MO world go round ^_^
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Old 21st April 2008, 18:50   #21 (permalink)
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"I just hope "unique" or "rare" items don't become required to be adequate in PvP, for me that would ruin the player skill-based gameplay."

The way this problem was solved in Ultima Online was that there were the normal weapons you could buy in the stores. Then there was crafted items. Then there was like three different levels of rare quatlity items you could get. But holding these Weapons did not turn you into a god. It helped yes but very little. And on top of that they were so easy to find that any vendor that someone put outside there house or castle had them in stock. So it hopefully wont effect the pvp.
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Old 24th April 2008, 14:20   #22 (permalink)
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Love the idea

Carfted item should bear the name of the crafter too, and it would be nice to be able to ask the name of the buyer to be added for a supplement.

It wouldn't prevent stealing it, bit it would add to bragging rights for the one who loots it and could fuel interesting feuds -> being hired to recover a said item for instance.
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Old 26th April 2008, 02:39   #23 (permalink)
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It would be easy to stop rares from flooding the market.

Idea 1 (Perhaps the simplest)
Use ultra rare materials to construct the item

Idea 2
Reduce the change to reverse engineer an item to say 50% success (or by skill). If you fail in reverse engineering the item you may never again try period.

Idea 3
Make something about the Item sub par, perhaps a higher rate of deterioration.

Idea 4
A character may only produce ONE legendary item in say a month's real-time.

Limiting a legendary item from flooding the market is easy with the right restrictions. With that said i think this is one of the best implementations ever per crafting.
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Old 26th April 2008, 03:19   #24 (permalink)
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Make it so that you need to find the way to make the item using some kind of lore skill, and after studying (having) the item for a month or so, you get a message "You believe you know the inner workings and mechanics of Gruglin's Sphere"


After that, you go to a local xsmith in order to try and replicate it. You replicate it successfully, but this time Gruglin's Sphere is only 90% as effective as the original, and now when you sell Gruglin's Sphere (90%) on the market, Joe-Schmo learns how to make it and he makes a copy of that, Copy of Gruglin's Sphere (90%) is rated at 70% effectiveness, or 80 if they are a master craftsman/lorekeeper. Keep this up and every next replicant has the quality reduced by Last quality-(10*times remade)


Skip three months into the future, original Gruglin's Sphere finder is now a millionaire, and still making money because everyone is trying to get that Oh-So coveted 90% replica of Gruglin's Sphere, while the market is flooded with the 10% ones. Market interest wanes after a while, and everything goes back to normal.


Note: I just made Gruglin's Sphere up on the spot.

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Old 26th April 2008, 11:34   #25 (permalink)
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Sorry. I dislike the idea. It would make the winner of any rare once only item immensely rich. I would prefer who is rich and who is not, be determined by anything other than random chance. Unless it's very restricted as others have said.
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Old 26th April 2008, 12:19   #26 (permalink)
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It's quite an out there idea, I'm not entirely sure I think it's great but definitely intrigued.

I'd love to hear some more about the restrictions on actually crafting the "rare" item. Such as:
Will it be stupidly expensive to make?
Will there be a cap on how many people you can share the "recipe" with?
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Old 26th April 2008, 13:44   #27 (permalink)
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Sorry. I dislike the idea. It would make the winner of any rare once only item immensely rich. I would prefer who is rich and who is not, be determined by anything other than random chance. Unless it's very restricted as others have said.
you don't get it I think. If the crafter would sell one, the buyer would be able to make this item, too. It's not one guy'd have the monopol.
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Old 26th April 2008, 16:22   #28 (permalink)
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