Re-implementing the rarity-improving mechanic -- now with TL;DR

TL;DR Summary , as requested.

For fuller discussion of the below, see the more discursive original post in the thread. (Slight improvements in suggestions made below as compared to OP.)

@Jeto maybe this will prove more useful to you? :smiley:

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I) GOALS

  • Implement gear-quality-improving mechanic, integrated into 3.0 gear and follower system
  • Make this mechanic optional – players may advance this way or strictly through gacha style
  • Thus make the game appeal to a wider customer base
  • Some quality-improving mechanic must be available immediately to new players (to attract those customers)
  • Mechanic must retain appeal even to end-game customers, which will help with …
  • Mechanic must give more opportunities and motivation for microtransactions.

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II) IMPLEMENTATION

A) New Honing Stage

  • Add a new, final stage of honing for rare / epic / legendary equipment.
  • This stage would cost aether to improve the item to an unhoned version of next quality
  • This would be the version of quality-improving immediately available to new players
  • This would make aether have more value to players
  • To consider: should honing materials be consumed when this is done?
  • … Pro: would increase demand for those resources, and thus microtransactions
  • … Con: This would make such honing prohibitively expensive, worse than before 3.0, dissuading player engagement, especially new players.
  • … NB: There is a lot of gear to improve. No need to further inflate demand.
  • … SUGGESTION: Refund relics and runes, not gold/ore/aether.

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B) Follower Crafting

  • This should provide an alternate route, more attractive to mid- and end-game players, to encourage buying follower crystals
  • This should not be the only way to improve quality, as it needs to be available to new players (see above)
  • Follower-crafting to interest gacha players should be retained too.

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B1) Rework existing crafting to fit 3.0

  • Should have options (at increasing follower level) to make increasingly specific gear, all the way up to fully specified.
  • These would be unhoned versions. Honing would then add the relic/rune/etc costs
  • Gear up to legendary should be created this way. Not mythic … provided there is another follower-based avenue to produce mythic. (See B3 below)
  • Rarity of gear thus crafted should depend upon the follower’s level: Level 50 follower produces legendary version, whether it be crafting ‘random’ or crafting ‘fully specified’
  • If it’s a range of rarities produced (randomly), there should be a substantive probability of getting top option. Don’t further discourage your customer base!

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B2) Adjust making random item for aether

  • Reduce the follower level for “make random item for aether” options
  • This appeals only to the “gacha” players, but it gives them something do do with aether.
  • Top tier for this - make random mythic - would remain at follower level 50

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B3) Add Follower-based Improve Item Rarity option

  • This would add new functionality that honing doesn’t offer, designed especially to appeal to end-game players, as follows:

  • In this crafter version of quality-updating, aether is spent, but the ‘honing’ costs of at item are not returned.

  • However, even an unhoned or not-fully-honed item may have its rarity improved this way.

  • The base quality of the new-rarity-version produced will be based on the quality of the upgraded item at the time it’s improved

  • Thus, e.g., a fully honed epic item will produce the corresponding unhoned legendary item with a higher base quality value than would an unhoned epic item that was improved

  • To improve a legendary item to unhoned mythic this way (the final stage) a follower crystal is required, in addition to aether. Only at this stage.

  • By fully honing and then follower-improving an item from rare up to mythic, a very high-base-quality mythic would be produced. It would also be very expensive (as honing mats at each level are consumed).

  • This will create abundant new demand by very-committed (and thus likely to spend $) players for all sorts of materials, as they work to get the best possible versions of their gear through crafting (should they so choose). And they will have a lot of gear to pursue.

  • This is designed as an optional, high-end possibility for end-gamers with lots of resources who want to invest significant materials to get a guaranteed top-quality mythic by crafting rather than gacha luck.

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