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  1. You (Fri Oct 14 02:11:58 2011):
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  3. I do want to eventually do a pricing tier sort of system in which all hats are available at basic time investments
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  5. IE the money making system per week with steep diminishing returns after a certain threshold
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  7. I kind of don't like how hats work right now in which highly desirable ones that actually look good sell for an insane price since one of Graal's biggest features is character customization.
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  9. I still like the idea of pricing hats based on the quality of their graphic/hat skill and having them always be available, and having them take anywhere from a day to four weeks of generating money to be able to buy one.
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  11. I don't think it's really a problem if every player has every hat so long as they're actually working on a goal to get to that point. It also allows some sort of control over the economy in which players would never be able to set hat prices higher than their value within the shop
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  13. then within that, we could integrate holiday hats and stuff that are obtained either through participation in a holiday event or explicitly purchasable through the hat shop, and have those be the sort of limited release hats.
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  15. Then we can either make those hats untradeable (soulbound) or not, but I'd lean toward the first
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  18. You (Fri Oct 14 02:12:45 2011):
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  20. and if were to do that now I think we could then actually end up avoiding resetting the economy since it would allow for the economy to somewhat settle before everything else is released
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  22. then people can keep all their hats at the very least when they lose items, hearts, swords, etc
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  25. You (Fri Oct 14 02:16:26 2011):
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  27. although now I even have misgivings about resetting hearts and shield and sword because when classic continuously did that when a new quest was released after we gained the NPC Server
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  29. (everyone started at 6 hearts and level 2 sword, whenever a new quest was released a heart was taken away and had to be re-earned)
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  31. I think a better approach would be to make all the quests repeatable for varied rewards like hats, items, or income, locked to being completable once per day or week. If the player hasn't completed the quest before, they'd be granted a heart or whatever other core item on their first completion.
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  33. That way, all the players now can still PK, spar, event, without feeling obligated to reobtain everything they've earned, there would still be a solid incentive for doing the new quests at LEAST once if not several times over, and they don't lose everything they've worked for over the past decade, while still granting new players a very reasonable foothold in the economy, and have much more appealing content to start with
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  35. thoughts?
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