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More Uses for Time Cards (Trust Me its Good)
Old 02-26-2009, 08:20 PM   #1
TalesofPirates
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Default More Uses for Time Cards (Trust Me its Good)

Ok so the idea of what you get for a drop is randomized, so how about an addition to the game somewhere in a town or not,
where lets say you get an epic drop, I dunno Quiver you can use a timecard and the epic you have take it to the exchange shop

for the cost of 1 timecard get another random epic of that particular line ment IE Quiver would turn into Bow or Arrow.
Head can turn into Shield Or Leg, Leg can turn into Arm or Chest, Weapon can turn into Pet, etc etc, Just an idea.

Does not have to work exactly like this but im fairly certain it can one increase sales of timecards, still keeps one epic and I would also have a chance to fail as well, where you get the same epic you are trying to change back.

The idea can be workable with a resourcefulness skill as well as a social skill.

Before the naysayers rock me to death

Yes Extremely high Fail rate 1% chance of Success .25 Increase Per Skill Level
Skill Epic Evolution- allows player to exchange a timecard with their current epic item for another of that class and level spec, the item will be replaced if successful with another item of that level.
(Note There is a chance to get the SAME item back, as the chance for failing and losing the Timecard however the item will remain.)

Last edited by TalesofPirates; 02-26-2009 at 08:27 PM..
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Old 02-27-2009, 02:44 AM   #2
Sho
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My opinion on this matter...

1. good idea

2.If you make it cost a time card then there should be no failure rate. You could of course still get the same item back and what you get would still be random for the area that your in...

3. Even though it would make glitchless money i doubt it will happen.
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Old 02-28-2009, 03:13 PM   #3
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Ehh, I dunno. But I will add in what you forgot about it to make them look really hard.

Consider the epic drop rate overall for the entire game for one day.
Now add in and consider the amount of epics unbound in storage, both sitting normally, and slated for auction.

Assess TC's to 20% of those, assuming that the other 80% are either being sold for money, or traded directly for TC's, or kept until usable level-wise.

Take that resulting number and multiply it by the cost of a time card. That is your maximum potential for income off the feature in one day.

Take 10% of that dollar figure, and that will be the average income per day off of JUST this feature. So... lets get real with some numbers.

Lets say 25 epics drop in a day, and there are 75 more in storage/auction. Yeah it's low I know.. but this is an example. This gives 100 total.

Out of those 100, we assess 20 timecards with those 20 epics players want to change.

20 TC's is $100 (rounded for ease of math), which is the maximum you could make in one day. (Essentially this is near the ratio of daily drop, biased towards players wanting to change epic drops, leaving a bit of room for 5 players that do not)

Now we take 10% of the dollar figure ~ $100 ~ which is $10 to find the average daily amount. (Essentially this is near the other end of the spectrum assuming only 2 players wish to change epics. The minimum would obviously be 1 to still yeild income off the feature.)

Ten dollars a day average, multiplyed by 365 days is $3,650, just for adding a feature. And that is AVERAGE, assuming no spikes in players' desire to change more than averagely.

Minimum is half that at $1,825 per year, which is only one change per day.

Um, if you glitchless doesn't want to make nearly 2K a year at the least for simply for adding a button and randomizer code, let me do it, I will code it and submit it and take a cut. It would be really easy to even just add into the enchanting rod list of items, no extra store or area needed.

There are some numbers to help ya in this endeavor. I hope they do add it. This one is kind of a no brainer. TC's are their reoccuring income bread and butter. The higher volume of TC's they move, the higher the profits will be. (Maybe even a price drop in the future!!)
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