Oct 16, 2005, 06:31 PM // 18:31
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#61
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Krytan Explorer
Join Date: Oct 2005
Guild: Protectors of Awesome[AWE]
Profession: W/
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Wasn't that one of the conditions? No upgrading quest reward/collectors items.
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Oct 16, 2005, 07:21 PM // 19:21
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#62
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Lion's Arch Merchant
Join Date: Jun 2005
Guild: Durance of Fate [DoF]
Profession: R/
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I like the idea. I thought of it before. It would make my Ithas bow actually worth using over a collectors.
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Oct 16, 2005, 08:04 PM // 20:04
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#63
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Frost Gate Guardian
Join Date: May 2005
Location: Mission Viejo, Ca, USA
Guild: kNiGhTmArE LEGion
Profession: W/R
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this is a great idea, no more grinding to get enough gold to buy expensive max golden/purple/green weapons. It would also be nice if the smiths can also upgrade shields.
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Oct 17, 2005, 10:42 PM // 22:42
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#64
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Wilds Pathfinder
Join Date: Mar 2005
Location: Under a rock
Guild: zP
Profession: Me/
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Quote:
Originally Posted by Plague
Raising a starter hammer that starts at 4-7 to 19-35 would cost, in total, 738,900 gold, raising the minmum damage 15 points and the maximum 18 points. In contrast, just raising a 18-33 hammer to 19-35 would cost only 256,300 gold.
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While I agree that upgrading a min-damage weapon should be costly, I disagree with the rates that you propose. If the game were played the first time through without help from friends, or EBay, a person would not be able to afford upgrades as they reach the areas that they can upgrade thier weapons.
While I do not feel that upgrading your first weapon should be cheap, it should be feasable without farming.
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Oct 18, 2005, 08:26 PM // 20:26
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#65
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Pre-Searing Cadet
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Please explain how this would be a gold sink.
You can already buy a Max Damage weapon from a camping ascalon spam seller for less than 2k gold. Basically, as soon as you get to post searing, you have someone trying to pawn off a max this or a perfect that.
My first time playing the game, I got to ascalon city (just finished pre-searing) and the guy I was with was like, "Hey, you should get a better sword! I have a 1 from max fiery dragon sword that I can sell you for 1.5k."
Sold.
What is the incentive to upgrade that item that you were using in pre-sear. I definitely agree that customization (naming the item, etc.) would/could be a viable option.
EDIT: I might use it for the Ithas Bow, though, as mentioned above.
Last edited by FelixFirefly; Oct 18, 2005 at 08:29 PM // 20:29..
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Oct 20, 2005, 06:01 PM // 18:01
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#66
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Jungle Guide
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Quote:
Originally Posted by FelixFirefly
Please explain how this would be a gold sink.
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Gold Sink = Anything that takes gold out of the in-game economy (ie, not trading gold to another player).
Quote:
Originally Posted by FelixFirefly
You can already buy a Max Damage weapon from a camping ascalon spam seller for less than 2k gold. Basically, as soon as you get to post searing, you have someone trying to pawn off a max this or a perfect that.
My first time playing the game, I got to ascalon city (just finished pre-searing) and the guy I was with was like, "Hey, you should get a better sword! I have a 1 from max fiery dragon sword that I can sell you for 1.5k."
Sold.
What is the incentive to upgrade that item that you were using in pre-sear. I definitely agree that customization (naming the item, etc.) would/could be a viable option.
EDIT: I might use it for the Ithas Bow, though, as mentioned above.
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The point is that the option is still there, just as the option to craft your own weapons is there. Perhaps you have 2 perfect mods equipped on your less-than-max weapon, but don't want to salvage them. Or mabey the weapon has a model that you like better than the norm, but is less than max damage. Or, if you're like me, just hate trading with other players.
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Oct 21, 2005, 12:07 AM // 00:07
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#67
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Banned
Join Date: Jul 2005
Location: Cali
Guild: Cerebral Assassins[Assn]
Profession: W/E
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it's a good idea but i think the be kind of like upgrading a weapon, and if they did make it would hope for the weapon to be ugpraded to cost 15,000 gold for each point added because the items you get are, if they did do this every item could be overpriced like non max dmg crystalline swords with a good +dmg on them because you could just upgrade them, and then there would be another discussion about removing the traders because people can't afford the item
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Oct 21, 2005, 03:06 AM // 03:06
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#68
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Pre-Searing Cadet
Join Date: Oct 2005
Guild: Holy Patriots
Profession: W/Mo
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i dunno if this has already been mentioned, but weapons have levels, and the levels predetermines the min-max dmg. you cant individually change the min or max dmg of the weapon...u should only be able to increase the level (which then increases the min-max dmg) of the weapon
there are 24 levels for weapons. an item should only be raised about 5 more level and must be customised. the cost would be predetermined by what level the item is being raised to.
maybe using a formula like this for each lvl
cost = Level^3.025+100
so the cost to raise the lvl would be:
to lvl 2: 100
3:130
4:160
5:230
....
19:7450
20:8700
21:10000
22:11600
23:13250
24:15000
so that improving a lvl 1 to lvl 2 would cost about 100g, but improving lvl 23 to lvl 24 would cost about 15000g. and if u found a lvl 20 sword (14-19 dmg), to raise it to lvl 24 would cost 10000+11600+13250+15000=49850g
this is gold cost only, u should also need raw materials
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Oct 21, 2005, 07:59 AM // 07:59
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#69
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Krytan Explorer
Join Date: Feb 2005
Profession: E/
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Quote:
Originally Posted by BigTru
You would have to pay seperatly for increasing minimum/maximum damage.
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I agree. Also perhaps buying the modifier one point at a time (e.g. 26 to 27 and then 27 to 28). Or just making it cost more to upgrade for starting at lower mods.
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Oct 21, 2005, 08:16 AM // 08:16
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#70
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Wilds Pathfinder
Join Date: Aug 2005
Location: Camp Rancor (Rancour :D)
Guild: I'm a free spirit (that's not what the guild is called, I just am)
Profession: W/R
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/signed
Worty of getting implemented. However, I probably wouldn't find much use of it myself. Every time I find a rare item, it's almost always max damage. And if it isn't, it has crappy mods. The main use of this function would be, as mentioned, to upgrade poor damage, great mod items from collectors or quest rewards.
In my opinion it's a useful, but not great idea. Would only use it for my lower level chars, which by the way are in need of good damage weapons
So I'm all for it!
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Oct 21, 2005, 12:04 PM // 12:04
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#71
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Wilds Pathfinder
Join Date: Mar 2005
Location: Under a rock
Guild: zP
Profession: Me/
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Quote:
Originally Posted by soopur
so that improving a lvl 1 to lvl 2 would cost about 100g, but improving lvl 23 to lvl 24 would cost about 15000g. and if u found a lvl 20 sword (14-19 dmg), to raise it to lvl 24 would cost 10000+11600+13250+15000=49850g
this is gold cost only, u should also need raw materials
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While I agree that upgrading a min-damage weapon should be costly, I disagree with the rates that you propose. If the game were played the first time through without help from friends, or EBay, a person would not be able to afford upgrades as they reach the areas that they can upgrade thier weapons.
While I do not feel that upgrading your first weapon should be cheap, it should be feasable without farming.
Remember, not everyone sits in LA and buys and sells till they have a full storage full of money. I realize that sellers are threatened by this idea, but proposing prices that are out of reach of playeres that do not farm 12 hours a day is obsurd.
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Oct 21, 2005, 04:25 PM // 16:25
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#72
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Pre-Searing Cadet
Join Date: Oct 2005
Guild: Holy Patriots
Profession: W/Mo
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Quote:
Originally Posted by Zonzai
I agree. Also perhaps buying the modifier one point at a time (e.g. 26 to 27 and then 27 to 28). Or just making it cost more to upgrade for starting at lower mods.
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like i said earlier, weapons have predetermined min-max dmg based on their weapon lvl 1-24...weapons should only gain level (thus increasing dmg).
anyways, the rates i made up are just a suggestion...i made up the formula really quickly...but it shouldn't be cheap because then it would defeat the purpose of farming, whether for good or for bad is not for me to decide. but it would slow down the weapon trading for sure
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Oct 21, 2005, 05:02 PM // 17:02
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#73
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Frost Gate Guardian
Join Date: Sep 2005
Guild: New Dragons
Profession: Mo/R
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Excelent Idea, Im all for it!
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Oct 21, 2005, 07:13 PM // 19:13
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#74
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Wilds Pathfinder
Join Date: Mar 2005
Location: Under a rock
Guild: zP
Profession: Me/
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I really had no inspiration on a good rate of cost prior to today, but I have an idea now.
If we were to compare the price of max AL armor, and max damage weapons from Draknars Forge, we would see that these items cost 5-7.5 plat. A max damage sword, with +15% while health is above 50% costs 5k plus materials. A full set of armor costs 7.5k plus materials.
I think it would be fair to charge 7.5 plat, plus materials for the upgrade from level 23 to 24. This would keep cost some where in the range of these items from NPCs. While this is still not be cheap, it would be an amount of money that is attainable without farming. A.Net has said that they are not against farmers, they want to remove the need to farm. Pricing in this way would keep the need to farm down.
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Dec 15, 2005, 07:54 PM // 19:54
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#75
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Jungle Guide
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Quote:
Originally Posted by Chev of Hardass
I really had no inspiration on a good rate of cost prior to today, but I have an idea now.
If we were to compare the price of max AL armor, and max damage weapons from Draknars Forge, we would see that these items cost 5-7.5 plat. A max damage sword, with +15% while health is above 50% costs 5k plus materials. A full set of armor costs 7.5k plus materials.
I think it would be fair to charge 7.5 plat, plus materials for the upgrade from level 23 to 24. This would keep cost some where in the range of these items from NPCs. While this is still not be cheap, it would be an amount of money that is attainable without farming. A.Net has said that they are not against farmers, they want to remove the need to farm. Pricing in this way would keep the need to farm down.
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Good idea!
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Dec 15, 2005, 08:12 PM // 20:12
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#76
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Wilds Pathfinder
Join Date: Mar 2005
Location: Under a rock
Guild: zP
Profession: Me/
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Quote:
Originally Posted by BigTru
Good idea!
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I thought so at the time. Almost two months ago, lol. I think I still like the idea today.
Will this ever get implimented? Or does A.Net know about the idea? Or the grind it could remove? Ehh, let's hope for the best.
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Dec 15, 2005, 09:06 PM // 21:06
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#77
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Desert Nomad
Join Date: Nov 2005
Location: Check behind you again.
Profession: N/
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here's my 2 cents.
Forget about Req, lower rarity of item.
Last edited by Retribution X; Dec 15, 2005 at 09:09 PM // 21:09..
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Dec 15, 2005, 09:36 PM // 21:36
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#78
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Grotto Attendant
Join Date: Aug 2005
Location: Kyhlo
Profession: W/
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/signed
Awesome idea. One question, though, should this work on Collector's Items? I don't have an opinion one way or another, just curious what other's thought....
(I apologize if I missed this question earlier)
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Dec 15, 2005, 09:54 PM // 21:54
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#79
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Wilds Pathfinder
Join Date: Mar 2005
Location: Under a rock
Guild: zP
Profession: Me/
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I don't think lowering the rarity of the items will solve this issue. This idea was created to help the person that finds a weapon that they like the looks of, but is not up to par with PvP only weapons. Frankly, this idea is to help cripple the buy and sell market and bring some balance to the economy, farmers will always find more weapons than players.
Should it apply to collector items? I think not. I say this because some collector items have special properties that are only allowed because of other lower stats.
Imagine the Henge of Denravi sword, it has an extra 5 energy, but slightly lower stats. I am sure that +5 energy and 15-22 damage +15% while health is above 50% would not only make these weapons valueable to the extent that guild wars has not seen, but would significantly shift the balance.
So, I would proplse that these upgrades only apply to weapons that are found in the world of Guild Wars.
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Jan 04, 2006, 07:46 PM // 19:46
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#80
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Ascalonian Squire
Join Date: Jun 2005
Profession: E/Me
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I like this idea alot. it should be quite expensive but not more than 10k to max out a weapon. also should only be able to upgrade weapons that are customized. perhaps also you could choose what to upgrade, maybe make it max dmg, or add 2% improve cast/recharge each time you upgrade, or add to it quick recovery from condidtions? You should not be able to upgrade existing weapon mods though in this way, so that +19% longer enchanting pommel can not be upgraded to 20%.
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