#Equipment Recycling

6 messages · Page 1 of 1 (latest)

split fable
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I am really excited about the Player Market API. I also see the idea of Buy Orders being added. The market seems to be a central part of this game.

The Issue

Equipment items that can be crafted/forged only need to be created once. This leaves these items with very low demand (dependent on number of new players joining the game) and market values are unreliable for these items.

Proposed Solution

Demand for equipment items can be improved by being able to recycle them into their source items, then using those source items for temporary fortified buffs.

Example

Steel Platebody can be recycled into Steel Bars. Steel Bars can be used to fortify a steel platebody to give extra defense for 60 minutes.

Conclusion

Linearity can be broken by allowing any equipment being fortified by any source material and each material having a unique effect to it. This would help all resources stay in demand scaling with the number of active players.

I really love this game and I think it would benefit from more economic sinks.

Thank you for taking the time to read my suggestion. What do you think about temporary bonuses to equipment? Are more economic sinks necessary for a healthy market? Please leave a reaction!

split fable
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Equipment Recycling

tawdry sigil
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Demand for equipment items can be improved by being able to recycle them into their source items

  • I think if you were to add recycling to the game it would need to have a considerable loss mechanic tied to it. Part of what drives the economy is the consumption of resources for xp and if you were able to recycle platebodies into bars you could simply just smith them back into plates for infinite smithing xp.

using those source items for temporary fortified buffs

  • This could be helpful for newer players, but it might not make too much sense given the brief period of time it takes to surpass the lvl requirements to wear better gear.
  • The material cost to fortify AND/OR the stat benefits from fortification would need to outweigh the cost of simply buying more food from the market for combat, otherwise I don't believe anyone would try fortifying their armor.
  • Any thoughts on how/if you can fortify non-craftable gear in late game like monster or raid drops?
split fable
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Any thoughts on how/if you can fortify non-craftable gear in late game like monster or raid drops?
I am still in early game so my perspective is limited, but I would love to hear people's ideas on this. The goal is to increase the demand for equipment items. If equipment can be converted into materials (with loss) and those materials have a continuous need for consumption, then we have solved the issue. This is especially true if we can find a use for low-level materials in end-game play.

I think if you were to add recycling to the game it would need to have a considerable loss mechanic tied to it.
Definitely. I should have explicitly mentioned this as a given. It would be similar to upgrades already available in the local market like 50% chance to keep clan Quest Items, Tiered upgrades for keeping seeds while farming, etc. I did not mean you fully recover all material that went into creating the item.

It might not make too much sense given the brief period of time it takes to surpass the lvl requirements
This should be mitigated by the fact that new equipment can also have temporary buffs applied to them. Essentially, this idea is a way to add a durability mechanic focused on bonuses instead of

The material cost to fortify AND/OR the stat benefits from fortification would need to outweigh the cost of simply buying more food
This a good perspective that eluded me. I think the market will naturally balance it out, but you are right. The benefits to using these materials would compete with the cost of food as well as compete with the value of the experience players gain from using the materials. I think this puts into perspective that the buffs should be quite significant, but it also shows the potential for increasing market demand.

I really appreciate your well organized and thought-out input!

limpid estuary
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maybe don't give back any source resources and add something new like metal scrap, scrap wood etc that could be used in some other recipies. you could even make recycling an own profession. if those items would be exclusivele be usable with consumables, it would not be so bad, what about arrows that need scrap parts and stuff
or have the recycling profession only make some items, that have a decent npc value. so you can sell the armors to the npc, or it could be processed further via recycling and be more valuable. it would still take the resources off the market and we would have one more profession people would spend their money on to level the skill

hollow valley
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I like the idea of Scraps being used for the upgrade. but instead of temporary make it permanent and then account bind. so be able to +1--+5 this would help bridging the game between gear sets. but come end game be able to have higher stats then the basic tradeables.