26

Re: durability

This game needs a wipe. Plain and simple.

For the future clients (If they ever finish) there needs to be a set economy idea again, whether it's higher drop rates with decay, or lower drop rates with the ability to repair. Just like how Mumblee explained.

There is too much damage to this current client because of duping, xmas tree, gm spawned, etc

Too many items, too much inflated gp. You can't just fix these things with a single vendor. Even if Tinker were to be removed, it would take years for it to even dent the amount of items now. Such a gradual decrease wouldn't even lower the price of items since it wouldn't be an immediate effect.


So like I've said, and have said for years. We need a server wipe.

So let me simply add that it's my very good honor to meet you and you may call me "V"

27

Re: durability

Kr0nic wrote:
Mumblee wrote:
OreoTyler wrote:

...Or you could simply wipe the fucking client and get rid of all of the gm spawned/duped items that were acquired over time...because all of the sudden these great items appear out of "no where"...get real. and mumblee...taking tinker out was a stupid idea to begin with, EVERY GAME OUT THERE HAS A REPAIR SYSTEM WHERE YOU CAN REPAIR ITEMS TO MAX DURABILITY, durability on items isn't the problem...

I also suggested that they wipe, but that went over even less well than nerfing claymores.   tongue

Regarding the system that other games use, I'd say that you're making a broad generalization there.  More importantly, though, is the point that other games don't have items flow into their economy as easily as Faldon does.  You can't just sit around and AFK camp and get leet gear in WoW, you have to run instanced content and fight bosses.  I actually mentioned this at the start of my big post - the old system of Faldon did allow for full repairs, but the tradeoff was that items were much more rare.  That system worked well, but for this client Zer explicitly set out to try something different - using a decay based economy.


Which failed miserably.

No it didn't.  It was different than the previous system, but it worked fine.

28

Re: durability

I play another game and theres no dura at all on items. And its economy runs smoooth

29

Re: durability

Rader wrote:

This game needs a wipe. Plain and simple.

For the future clients (If they ever finish) there needs to be a set economy idea again, whether it's higher drop rates with decay, or lower drop rates with the ability to repair. Just like how Mumblee explained.

There is too much damage to this current client because of duping, xmas tree, gm spawned, etc

Too many items, too much inflated gp. You can't just fix these things with a single vendor. Even if Tinker were to be removed, it would take years for it to even dent the amount of items now. Such a gradual decrease wouldn't even lower the price of items since it wouldn't be an immediate effect.


So like I've said, and have said for years. We need a server wipe.

Agreed

30

Re: durability

Mr Spy wrote:
Sykes wrote:

dumb idea, i got some nice pre/suf items and i will not be eventally losing them cause i cant repair to max dura

And that is why there's so many items, they never decay. I would very much like to have Tinker lower max dura a little bit for each repair but the majority of the players will not like it.

Im in favour of lowering max dura!!! without it the faldon economy is fuxed.

31

Re: durability

The problem with the economy is, and i may be going off on a limb here, but there's 10-20+ players right now. So, Lets say there's enough items for approx. 50-100+ players. So if there's only 10-20 players, and enough items for 50-100 players, there's so much supply, but no demand, because there's only 20 players, but enough items for 50-100 players. So, the problem is not Tinker, but the community, theres just not enough players, So a Wipe is needed to solve this, Nerfing Tinker is not the answer.

In Game Characters
Alcatraz, Magisturm, Superscriber/Flamethrower.

32

Re: durability

Magis wrote:

The problem with the economy is, and i may be going off on a limb here, but there's 10-20+ players right now. So, Lets say there's enough items for approx. 50-100+ players. So if there's only 10-20 players, and enough items for 50-100 players, there's so much supply, but no demand, because there's only 20 players, but enough items for 50-100 players. So, the problem is not Tinker, but the community, theres just not enough players, So a Wipe is needed to solve this, Nerfing Tinker is not the answer.

Ya and there once was 10 stones for 2 persons, those 2 people had too much with 10 stones, so because there are only 2 people for 10 stones they have too many stones for just the 2 of them, 10 stones.