#[Summary] Improvements in Itemization

7 messages · Page 1 of 1 (latest)

dark nacelle
#

Today, February 25, a conversation took place on the Ravendawn Discord (starting in: ⁠#🍺┃a-taverna message⁠) that addressed the need to improve the itemization system to create a more sustainable economy and a constant flow of items in the game. Players compared the current system with that of other MMOs, such as Albion Online, and proposed various solutions to make items more consumable and valuable. Below is a summary of it:

Main Points:

Durability and Repair:

  • The idea of implementing a durability system on items, where they wear out over time and in battle, was widely discussed.
  • The proposal to repair items using other items of the same type and tier was considered a viable and interesting solution.
  • Durability would affect item stats, encouraging players to repair them regularly.

Decoupling of Improvements:

  • The need to decouple item enhancements (infusion, augmentation, runes, etc.) from the items themselves and link them to characters was a crucial point.
  • This change would allow players to keep their improvements when switching equipment, reducing investment loss.

Item Turnover:

  • The creation of an item "scraps" system, where unwanted items can be disassembled to obtain repair materials, was suggested.
  • Reducing silver loss on death and increasing demand for crafting items were considered important to boost the economy.

Comparison with Albion Online:

  • Albion Online's "full loot" system was mentioned as an example of a consumable-based economy, but considered too punitive for Ravendawn.
  • The idea of adapting elements of Albion's system, such as item loss on death, was discarded due to community resistance.

(Continues in 1st comment)

#

Priorities:

  • Decoupling item improvements to the character, was pointed out as a top priority for the development team.
  • The implementation of the durability and repair system.
  • The revision of the craft costs of the equipment.

Improvement Suggestions:

  • Implement a durability system: Items lose durability with use and in battle, affecting their stats.
  • Allow item repair: Players can use other items of the same type and tier to repair their equipment.
  • Decouple item improvements: Improvements (infusion, augmentation, runes, etc.) are linked to characters, not items.
  • Create a "scraps" system: Unwanted items can be disassembled to obtain repair materials.
  • Review the economy: Reduce silver loss on death and adjust crafting costs to balance supply and demand.
  • Prioritize decoupling improvements: Implement this change as quickly as possible to benefit other game systems.

Final Considerations:
Players are concerned about the sustainability of Ravendawn's economy and the need for a constant flow of items. The suggestions presented aim to create a more balanced and engaging system, encouraging crafting and participation in PvP activities.

pallid vale
#

all will come down to online player count

weak grove
#

It be like Albion O , when you use Weapon and you are you must repair weapon, or IF you use few days , too , hard to tell what be better.Money sink...I like today it is ok

proper void
#

albion is straight up buy/craft, wear, die and repeat
add durability here in any form, I will gladly farmerdawn till its deleted

dark nacelle
#

U guys are right....it's better tons of t7 items on market without use like today 🙂

shrewd forge