Jan 18, 2007, 07:35 PM // 19:35
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#1
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Desert Nomad
Join Date: Sep 2006
Location: Virginia
Guild: Spirit of Elisha
Profession: W/
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Cursed/Booby Trapped Items
So what do others think of this? "An interesting idea, let's expand on it" or "It would never work".
Scattered among the drops and chests would be cursed items. These are weapons that if you picked it up you instantly become "cursed" with some sort of permament negative effect.
- The cursed items appear no different than normal items. It's not until you pick up one that you know it's cursed.
- The curses are various effects such as a permanent 10% DP, -2 Health Degen, 10% less energy, etc. You get a random negative effect from the list.
- Once you pick up a cursed item, you cannot drop it. You cannot dump it into storage or merch it and you are stuck with the curse as long as you have the item in your inventory.
- Ok, so you've been cursed. Now what? Well you can trade the item to some poor unsuspecting player. This shouldn't be considered a scam, just part of the game. The item should be clearly marked as "cursed" in the trade window, but we all know that some people don't bother to read descriptions carefully. If you can't find someone to trade it to, you can instead go to a special Curse Removal Priest NPC that will take the cursed item off your hands for a fee. (1k-10k depending on the severity of the curse)
- These items shouldn't be popping up all over the place. Make the drops as rare as Black Dye and they should never drop in newbie areas. No cursed items in Pre-searing, Old Ascalon, Shing Jea Island, or beginner island in NF (not sure of the NF Island name)
- In some instances, the cursed items might be desirable. For example, a Max DMG Holy Staff with a 10% DP curse. A 55 monk might actually want it. Or a Max DMG Sword with really cool mods that curses you with -5 points of energy. A Warrior might not miss the energy if the sword was good.
Thoughts?
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Jan 18, 2007, 07:55 PM // 19:55
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#2
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Krytan Explorer
Join Date: Nov 2005
Profession: Mo/Me
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Get diseased in Factions (quest).
http://gw.gamewikis.org/wiki/Chalice_of_Corruption
Although an interesting quest, I wouldn't like the effect to be permanent.
Last edited by Stemnin; Jan 18, 2007 at 08:01 PM // 20:01..
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Jan 18, 2007, 07:58 PM // 19:58
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#3
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Ascalonian Squire
Join Date: Mar 2006
Profession: W/Mo
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I would expect to be a joke and not as a permanent thing. Just haha-hehe thing then salvage it and pray for ecto or shards.
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Jan 18, 2007, 08:10 PM // 20:10
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#4
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Wilds Pathfinder
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lol stupid idea
It would be ok as part of a quest or if you got it by doing one quest (like choosing an evil outcome of one quest or whatever) and then removing it by doing another quest... Maybe make it stay on for a little longer than the quest in Factions. But standalone cursed items... No thanks, what if you get bad luck and totally ruin a char that you have played for 2000+ hours (I have gotten two ectos in a single tombs run so it's possible even with very rare drops, what if you get "permanent -3 health degen" twice lol... in one run...)
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Jan 18, 2007, 08:18 PM // 20:18
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#5
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Lion's Arch Merchant
Join Date: Nov 2005
Location: DISNEYLAND!
Profession: R/Mo
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but we alredy have a cursed item that people love...
SUNDERING MOD!... well that was lame... ^^;
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Jan 18, 2007, 08:39 PM // 20:39
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#6
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Desert Nomad
Join Date: Sep 2006
Location: Virginia
Guild: Spirit of Elisha
Profession: W/
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Quote:
Originally Posted by qvtkc
lol stupid idea
It would be ok as part of a quest or if you got it by doing one quest (like choosing an evil outcome of one quest or whatever) and then removing it by doing another quest... Maybe make it stay on for a little longer than the quest in Factions. But standalone cursed items... No thanks, what if you get bad luck and totally ruin a char that you have played for 2000+ hours (I have gotten two ectos in a single tombs run so it's possible even with very rare drops, what if you get "permanent -3 health degen" twice lol... in one run...)
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ROFL, did you read my entire post?? I don't think you could "totally ruin a char that you have played for 2000+ hours". If you get a really bad curse you just return to town and pay the priest to take the item off your hands.
As far as getting 2 curse items in the same runs, well when was the last time you got 2 Black Dyes in the same run? I think Black Dye is rarer than ectos and shards. However if that's a concern then let's modify the idea so that it's impossible to receive 2 curses in 1 run.
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Jan 18, 2007, 10:07 PM // 22:07
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#7
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Forge Runner
Join Date: Aug 2005
Location: Maryland
Guild: Mage Elites [MAGE]
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I dunno...last time to the UW i got a black dye but no ectos.....
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Jan 19, 2007, 02:12 AM // 02:12
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#8
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Krytan Explorer
Join Date: Jul 2006
Location: On top of a mountain
Guild: A Bad Moon Rising [Moon]
Profession: Me/Mo
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I personally like the idea, however I think they should be more on the order of the vampiric and zealous weapons. Where you get a really good effect, but with something to balance it out.
So maybe the weapon that gives a permanent 10% DP would also have a 10% chance to inflict deep wound with normal attacks, and that would be IN ADDITION to the normal amount of mods.
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Jan 19, 2007, 02:28 AM // 02:28
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#9
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Hall Hero
Join Date: Aug 2005
Profession: E/
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/quasi signed
I was thinking about something like this, but it only happens if you equip the weapon (therefore as a way to discourage mod testing unided golds).
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Jan 19, 2007, 07:27 AM // 07:27
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#10
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Wilds Pathfinder
Join Date: May 2005
Location: Take me where I cannot stand.
Guild: The Better Part of Valor
Profession: W/N
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Something else that you might consider:
Have the cursed items with better stats than are ususally available. For instance:
The Souldrinker Curse >> -2 Health Degen and Vampiric Regen of 4 (A vampiric mod would increase this to -3 degen and Vampiric Regen of 7 [or 9 on bows and hammers])
The Meekstone Curse >> You suffer from weakness and it can't be removed while the item is equipped. Foes you hit in melee combat have a 50% chance to suffer from weakness for 10 seconds.
The Curse of The Prodigy >> All your attributes are raised by 1 while the item is equipped, but you lose 5 energy whenever you use a skill or attack a foe.
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