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)