Profession Trades
The following is a game suggestion that perhaps will never get implemented in the actual game but hopefully you could extrapolate some sort of idea to add more depth to the GW universe. I am also aware that perhaps you might get ton of ideas and suggestions. So therefore I know this has a slim chance. But I would like it if its at least considered.
I noticed that the salvaging of material items, although a nice idea lacks any real purpose once a person gets their armor done. I would love if the game would implement something similar to professions or trades but to a very diffrent extent. Let me explain.
I got this idea from hearing a couple of people mentioning how it will be interesting to get trades in the game. However upon careful examination it doesnt seem to reliable to have the usual trade stuff because this after isn't an MMORPG. So then as I sat to have a meal I started thinking if there was any possible way to implement some sort of trade system based on a character's primary profession. As I sat thinking about it I thought that the only possible way to come up with trades was if they where related to the current salvage system and to combat.
As I thought about this I remembered how in Blizzard's Wacraft 3 Frozen Throne they implemented special shops that sold speicla one time use items as well as special constant items like for example the Night Elves Moonstone or the Poison Orb. Then it struck me. Perhaps the professions in this game could indeed obtain a trade related to their primary. It is then that I present a sketch idea of what I have in mind.
Every profession gains a trade to create one time use combat enhancing items that are very similar to the now existing scrolls. Except to affect combat instead of xp. These items might break the equation of fairness so therefore only one item can be taken at combat but does not count toward the skill limit. Furthermore all of these items are a one time use effect whether it be a mission or a pvp arena effect. Due to the possibility of items being brought in 'masse' item effects are non stackable non cumulative, similar to they way spirits of rangers now work. Also in lieu with making sure these items do not get abused a system similar to the Frozen Throne can be used when for example the Night Elf player buys multiple Moon Stones. He plays one and its gone but before he can play the next one a certain cooldown time ensues. Therefore all players might bring for example Symbol of Protector but once one is played the others have to wait till theirs recharge. Once played the item is removed from slot. Whether the item is a one time use like ressurection signet or a one time use like say a potion is not clear at this moment for me. I find most preferably that they ARE NOT like rez signets so it encourages players to create, trade and buy them.
These items are to be considered common(blue) to rare(gold) therefore the materials needed to make them are very similar to armor but not at the same expense or rate seeing as armor is much more valuable. Furthermore items must then be infused, enchanted or in the case of warriors honed, with the power that will make them effective which translates to certain amount of time in game before the item becomes ready. Each profession starts being able to create three items. The following are just examples out of my mind.
Necromancer
Skeleton Doll- Once during a mission create a level max Bone Horror. This Bone Horror has increased attack and movement rate compared to normal Bone Horrors and health degenarates slower.(blue)
Bone Crucifix- Once during a mission transfer all hexes you may have until target foe and adjacent foes. That foe is now Diseased.(purple)
Monk
Holy Insignia- Once during mission gain +20 life every 2 seconds for 10 seconds.(blue)
Symbol of the Protector- Once during a mission all damage is halved for 6 seconds.(purple)
Warrior
Amulet of Balthazar- Once during a mission gain 25% increase in attack and movement speed for 5 seconds.(blue)
Dagger of the Wounded- Once during a mission target foe hit with this dagger is affected by cripple, bleeding and deep wound for 8 seconds.(purple)
Ranger
Horn of the Beast- Once during a mission summon one mighty level 20 Bear with increased attack speed and movement.
Parchment of the Troll- Once during a mission gain 7 health regeneration for 8 seconds.
Mesmer
Veil of Illusions- Once during a mission for the next 15 seconds the user gains a 15% chance of evading attacks.(blue)
Mask of Fears- Once during a mission cause target foe to become weakened and blind for 7 seconds.(purple)
Elementalist
Fire Ring- Once during a mission hit a foe with a fire lash that deals 75 Fire damage. That foe is now on Burning for 2 seconds.(blue)
Frozen Pendant- Once during a mission gain +50 armor and all ice based attacks are 50% less effective for 6 seconds.(purple)
These are just examples the items can be wholly diffrent, maybe less effective, maybe more effective. But this would add more depth to the game for the following reasons:
A new diffrent way to make use of the salvage system. Since these items are common to rare. The common items being easy to prepare, easy to get yet not as efficient in combat. While the uncommon is rather more hard to make but with more satisfying results. Finally rare isn't immposible to make but much harder then uncommon and with more stronger gratifying results.
Adds more depth by adding one more thing that can be a surprise in combat. Since it doesnt count towards the skill limit and is readily related to combat. For example a monk might bring Bone Crucifix to protect himself from mesmer hexes once and send them right back at the mesmer. Or the necromancer can use Mask of Fears to deal with that annoying pesky warrior.
Adds more economy to the game because it relies not only on the salvage system but these items can be traded, sold, created and bought between players.
Main Ideas in Conclusion
Cooldown of Item usage must be similar or more then signets too protect balance.
Items are a one time use only as in consumable.
Items do not stack and effects are non cumulative.
Only one item can be brought to a mission. Similar to skills items can only be decided to be brought in towns.
Items do not count towards the skill limit.
Items require Components. The rarer the item the more components it requires.
Items require some time to be deemed 'ready' even when the crafter has all the materials. Whether it be because the necromancer is infusing it with powerful dark arts or the monk has to perform holy rituals to gains the gods favor.
A certain level of experience is required to unlock the capability to make items of each level of value. Common being the easiest to unlock. Furthermore the crafter must 'buy' the knowledge from a Master Crafter similar to how Skills are bought. so for example a Monk wants to be able to make Symbol of Protector they need to reach a certain 'trade' level then after reaching a certain 'trade' level he must seek out a MAster Craftsman who can create these items and 'buy' the ability to fashion it. 'Trade' level is gained for every succesful item created. The rate must be a medium rate something not too easy nor too hard to level up.
PvP Only Players I need to think how the system would work for them. But seeing these items are not customizable you could leave an item with your PvE character in storage for your PvP character to pick up later.
This is all the ideas I have now. I wish sincerely that at least they are taken in consideration because I believe this can help the game become more in depth. And gives yet more reasons to play PvE and PvP!
PS Since we are at it please really consider coming with some sort of 'auction' house or something that allows players to put their things for sale. For example a trader for non customized weapon might a be a good idea. It will not only make our lives easier but also help a lot th economy.
EDIT Hmmm no one has commented on this perhaps it was a terrible idea or people don't really need trade professions. Oh well... I thought it would have been interesting...
Last edited by Zhou Feng; Oct 02, 2005 at 03:46 AM // 03:46..
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