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Trophy Decay |
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08-29-2008, 06:49 AM
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#1
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Guest
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Trophy Decay
Hi. I hate trophy decay. And I'm not just using the word hate because I'm mad and feel like ranting. I really hate it.
I think about all the great game mechanics this game has and trophy decay isn't one of them. Why? Well...
It's all well and good if you remember to sacrifice all your trophies each night before you go to bed, but if you don't...
Frustration and regret...that's what I get when I turn this game on and see how many trophies I've lost. And I can't help thinking...how does this trophy decay system contribute in a positive way to this game? Whoever would like to answer, be my guest.
It's a system that makes me miserable when I forget or when I get busy. I don't play this game from work. I don't play it on a cell phone. I don't play it on a laptop. I play it on a good old fashioned PC in my house and damned if I don't have other things to do sometimes.
With trophy decay I have all the benefits of losing the time I DID put in when I don't put MORE in than I possibly can. Bad system.
Last edited by Somneil; 08-29-2008 at 06:57 AM..
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08-29-2008, 07:24 AM
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#2
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Guest
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pretty sure their is one, just eludes me. its not like you could stay out and farm trophies for hours and hours and just gate back into town. tried that was so encumbered i couldn't even gate, had to make 2 trips.
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08-29-2008, 07:04 PM
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#3
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Guest
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You can't move at all when you are what, 3 times your encumberance weight?
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08-29-2008, 10:17 PM
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#4
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Guest
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so u dont hoard trophies for 3lvls while waiting for new skills or while waiting for your lvl to catch up, imagine stocking up the 2mil xp for dual weilding 3 lvls in advance so u could use it 2mins after hitting lvl 20... yes its alot of work and yes it can easily be done with item stacking and other skills. i'm sure there are other reasons also they elude me too
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08-30-2008, 11:33 PM
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#5
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Guest
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Well so far Style has made the strongest point, although it still isn't much of a point.
I don't have a problem with encumbrance issues from carrying more trophies than you can bear. I don't have a problem with the requirement of multiple trips and inventory juggling to manage having massive amounts of trophies.
I just have a problem with losing what I've already earned through time and combat.
And so what if people fill their entire storage with trophies? That process is still limited by Storage and Item Stacking. And so what if people save up for level 20 skills? I simply call that planning ahead for something they would like to invest in. In the meantime they are skimping on leveling other skills in order to do so.
Really though, big whoop if I can save up to make dual wield usable as soon as I turn 20. The skill was there to be used in the first place at level 20 and the only reason I've heard so far for it requiring its level 20 price to use is so players don't gimp themselves in the process of dual wielding by not having adequate attacking speed to make up for the delay.
Additionally, how many people actually use dual wield? Out of the general builds you have fighters, tanks, archers, and casters. Only 1 out of those 4 archetypes use dual wield. But everyone feels the negative effects of trophy decay.
Certainly they feel the effects of being leashed to town and being forced to visit town at least once per play session, if they don't feel the misery of the decay itself. Is this leashing effect necessary in the grand scheme of Nodiatis? If so, why?
So I'm still waiting for adequate positive justification that would outweigh the misery this system causes.
Last edited by Somneil; 08-31-2008 at 12:02 AM..
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08-31-2008, 12:07 AM
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#6
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Guest
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Maybe it's there for ****s and giggles?
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08-31-2008, 12:18 AM
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#7
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Guest
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Here's a constructive idea if Jeff's unwilling to change the system. A new skill to earn our way out of it:
Preservation: Every point in this skill gives you a 0.5% increased chance of your trophies not decaying overnight. At skill level 100, there would be a 100% chance that they would not decay.
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08-31-2008, 12:39 AM
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#8
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Guest
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Quote:
Originally Posted by Somneil
Here's a constructive idea if Jeff's unwilling to change the system. A new skill to earn our way out of it:
Preservation: Every point in this skill gives you a 0.5% increased chance of your trophies not decaying overnight. At skill level 100, there would be a 100% chance that they would not decay.
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Actually with half a percent increase every lvl you'd only get 50% at lvl 100
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08-31-2008, 07:48 AM
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#9
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Guest
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Quote:
Actually with half a percent increase every lvl you'd only get 50% at lvl 100
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Correct... and 50 % chance... plus the base 50 % chance allready existing... makes 100 %. *smiles*
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08-31-2008, 09:27 AM
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#10
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Guest
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50% and 50% make 75%...
i see alot more archer and dual wielders then tanks and casters i just used dual wielding as an example substitute any lvl 20/40 skill for dual wielding and my point is pretty much the same
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08-31-2008, 01:32 PM
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#11
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Guest
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Quote:
Originally Posted by Eollyn
Correct... and 50 % chance... plus the base 50 % chance allready existing... makes 100 %. *smiles*
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where was the 50% base chance talked about, I didn't see it 
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08-31-2008, 01:45 PM
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#12
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Guest
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Im guessing its there to regulate the flow of ingame items. All games regulate their items in some way, and it just so happens that this games version tends to regulate its freely spawned items that effect exp.
Also, the reason maybe so that all those people farming vast amounts of trophies to sell, dont make too much considering they cant sell them all before decay. Imagine if you would, the inflation that could ensue for such items if a few of the higher players owned Thousands of trophies, they would essentially control the price, causing a bigger issue than a few trophies getting lost.
And last but not least:
Its there because, um, well.... Its there?
*You could always try using your trophies, seems better than letting them rot and complaining about it on these boards....*
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08-31-2008, 02:31 PM
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#13
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Epic Scholar
Hopilus is offline
Join Date: May 2008
Location: United States
Posts: 1,455
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actually Ryuto has a point there. people are constantly selling trophies in AH. if they didnt decay, then they could stock up.
on the other hand, i hate it, because there are times i pass out before heading back to town to use my trophies, and i lose some 40 trophies.
__________________
The war is waged, the battles are fought, the Angels and the Demons vow that none shall be left standing. Compassion, never to be seen on the battlefield, one lone angel left standing at the battle's end, sword against her foes throat, tears in her eyes, for her fallen comrades and the slain enemies around her, staring into the eyes of the last demon, lowers her sword, a single act of compassion and mercy, never to be forgotten.
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08-31-2008, 09:00 PM
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#14
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Guest
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I set time aside so that I can use my trophies before reset, it's just planning ahead, it's not that difficult
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08-31-2008, 10:42 PM
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#15
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Guest
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Quote:
Originally Posted by Ryuto
Also, the reason maybe so that all those people farming vast amounts of trophies to sell, dont make too much considering they cant sell them all before decay. Imagine if you would, the inflation that could ensue for such items if a few of the higher players owned Thousands of trophies, they would essentially control the price, causing a bigger issue than a few trophies getting lost.
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I can see your point there. I'm not sure how viable it is, however, based on the fact that anyone can buy an enchanting rod for 600g and use it to craft as many trophies as their gold reserves allow with 0 skill in enchanting.
That basically sets a hard limit on profit margin that can be obtained by trophy sellers, whether they are selling crafted trophies or earned-from-combat trophies is irrelevant when the gold-to-xp ratio remains relatively fixed on the trophy crafting front. That is what now controls the price and what will continue to control the price.
If high level players hoard trophies and try to sell them for ridiculously inflated gold-to-xp ratios, other players are quickly going to realize that they will get more bang for their buck by crafting their own trophies.
And at worst, someone like Decker will do something like "trading a billion xp worth of trophies for TC's, send me your offers" and he will have already calculated the minimum TC value of those trophies based on the market value of TC's versus the fixed margin on trophy crafting.
Whether trading trophies in this manner for TC's would be more efficient than simply buying TC's with gold is debatable.
So I think inflation is not the foreseeable problem, but perhaps there is another.
Trophy crafters could essentially make it a full time job simply by spending all their gold crafting trophies, then selling those trophies for a modest profit. Then rinse and repeat since there was no element of time on decay limiting their auctioning.
Continuing on, though, I believe in this scenario also, a balance would be struck. Because trophy crafting for minimal profit would become so lucrative, perhaps you'd see everyone doing it, which would eventually drive trophy prices down to absolute minimum profit levels due to intense competition.
So is this undesirable? I personally don't think so because I craft my own trophies (because its cheapest). And anyone else who wanted to avoid any hassles in the trophy market could do the same at any time. All it takes is one measely enchanting rod.
Edit: Edited enchanting rod price.
Last edited by Somneil; 09-01-2008 at 10:13 AM..
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09-01-2008, 02:11 AM
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#16
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Guest
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enchanting rods are 600 gp
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09-01-2008, 03:15 AM
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#17
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Guest
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the base 50 % is allready in game... currently, each trophy has a 50 % chance to decay and a 50 % chance not to decay. With the skill Somneil suggested, each level would add 0.5 % chance to that.... meaning at level 10, it would be a 55 % chance not to decay. at skill level 100, it would be 50 % + 50 from skill is 100 % not to decay...
(or you say that the skill decreases the chance to decay by 0.5 % per level, ends up the same. )
I have lost a lot of trophies as well on decay..... but couldnt really mind all that much to be honest.
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09-01-2008, 03:52 AM
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#18
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Guest
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Quote:
Originally Posted by Eollyn
the base 50 % is allready in game... currently, each trophy has a 50 % chance to decay and a 50 % chance not to decay. With the skill Somneil suggested, each level would add 0.5 % chance to that.... meaning at level 10, it would be a 55 % chance not to decay. at skill level 100, it would be 50 % + 50 from skill is 100 % not to decay...
(or you say that the skill decreases the chance to decay by 0.5 % per level, ends up the same. )
I have lost a lot of trophies as well on decay..... but couldnt really mind all that much to be honest.
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oh duh, I forgot, I feel stupid now.
I am like half asleep when I write in the forums 
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09-01-2008, 04:11 AM
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#19
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Guest
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Quote:
Originally Posted by Somneil
Here's a constructive idea if Jeff's unwilling to change the system. A new skill to earn our way out of it:
Preservation: Every point in this skill gives you a 0.5% increased chance of your trophies not decaying overnight. At skill level 100, there would be a 100% chance that they would not decay.
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that could make a good skill to fill the gap in lvl 40 adventure skills
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09-01-2008, 04:33 AM
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#20
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Epic Scholar
Hopilus is offline
Join Date: May 2008
Location: United States
Posts: 1,455
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actually, in all honesty, its a relatively good idea
__________________
The war is waged, the battles are fought, the Angels and the Demons vow that none shall be left standing. Compassion, never to be seen on the battlefield, one lone angel left standing at the battle's end, sword against her foes throat, tears in her eyes, for her fallen comrades and the slain enemies around her, staring into the eyes of the last demon, lowers her sword, a single act of compassion and mercy, never to be forgotten.
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