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Jun 15 2016 06:49am
Quote (GunslingerOfOld @ 4 Jun 2016 01:54)
as much as you love the thing rick I have always believed that the entire mod system is crapola. of all the items ever created less than a dozen bear similar stats as your baby. we have idk 30 different mods and stats ( been a while ) and afaik no updates so my last experience should be up to date, when i say rolling a legendary item with legendary essences 99.9999999999% of the time crap mods, 99.9999999999 percent of the remaining .000000000001 percent only 1 of those seven mods is good. just freaking silly.

just side note i was saying stack-able sell-able whites right after muting took a nerf and am glad your not getting flamed the hell out of as i was. i haven't been playing much recently of anything ~6-7 months or more. and sadly nothing new here nostalgia is king in my dreams i guess. oh and hi to everyone

IMHO nothing is going to draw people to a game where they can not progress in building up wealth/gear. that progression from nothing is 0 in ls. sad as it is. the reason it worked so well pre muting nerf was anyone could play and get in a group during nm and be guaranteed to sell something and make something. pretty sure the last 10 climbs Ive ever done didn't lead to a single sale much less one that gave me enough fg to pay for upgrades, buy new sets, try new things etc etc. you have to have something that can be farmed in order to grind currency. somehow. as long as it fg based ( not that i have a problem with this ) there needs to be something people can find that will sell regularly. this funds their gear, or weatlh, or vault whatever. without that we are just all pissing in the wind. and the circle gets smaller over time. if no one can make some fg playing the game they arent going to play. not because its fg but because that is the base currency of the game.


Guys, don't get me wrong please, but honestly, i couldn't agree more with this opinion.
I'm thinking for a long time how to explain this situation and boom, one of my guildy explains my feels.

Economy is one of the most important part of not only LS but all games. If you have chance to improve your gear and your wealth ~continuously growing and you can get better gear/other things (vault, guild transfer and so on) then you can feel the aim and you can be sure once you can reach the point what you want. But as - nearly everybody told already - LS is big fg sink currently. Really sad coz it kills this game. :/

I know, the solution isn't that easy, but the first step MUST BE get back a bunch of old players or new players, but anyhow, we MUST incrase the playerbase. 25 players can't maintain the whole Market system...
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Jun 15 2016 09:16am
Quote (RiNGiSpiLeR @ 15 Jun 2016 13:49)
Guys, don't get me wrong please, but honestly, i couldn't agree more with this opinion.
I'm thinking for a long time how to explain this situation and boom, one of my guildy explains my feels.

Economy is one of the most important part of not only LS but all games. If you have chance to improve your gear and your wealth ~continuously growing and you can get better gear/other things (vault, guild transfer and so on) then you can feel the aim and you can be sure once you can reach the point what you want. But as - nearly everybody told already - LS is big fg sink currently. Really sad coz it kills this game. :/

I know, the solution isn't that easy, but the first step MUST BE get back a bunch of old players or new players, but anyhow, we MUST incrase the playerbase. 25 players can't maintain the whole Market system...


i think there are a few options that could increase the market..

1) sellable wellables + a little bit improved welling (harder + abit better drops) --> people could sell their wellables to have a steady income.. other people could buy them to have a) the chance to improve their gear and b) improve their profs
2) possibly wellables dropping from more quests than just shamans.. so you are actually able to "farm them a little bit"
3) (just a little one) people are able to put up 3 items on the market WITHOUT having to pay the fees upfront. this way people could actually just try to sell better items without having to take the risk... other people could buy items that would at this point of ls never have been on the market.. so selling/buying of more expensive gear is a bit easier again.. and still the market could not be spammed (as it is just 3 items.. the 4th items fee need to be paid upfront again if it is >19,98 fg)
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Jun 15 2016 10:45am
The only way to make the "economy" better is to get a bigger playerbase.

Even if better drops happen, it wont really bring back any economy.
Well let's say it like this, if ppl found 150+ ee items all the time, with the current playerbase, who would buy them?
= ppl would sit on 10+ 150ee items each and no1 would buy them, the economy would be way worse than it is today.

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Jun 15 2016 11:05am
Quote (RistVaLL @ Jun 15 2016 11:45am)
The only way to make the "economy" better is to get a bigger playerbase.

Even if better drops happen, it wont really bring back any economy.
Well let's say it like this, if ppl found 150+ ee items all the time, with the current playerbase, who would buy them?
= ppl would sit on 10+ 150ee items each and no1 would buy them, the economy would be way worse than it is today.



Maybe a scaling drop system would improve things slightly. Scaling as .01,.011,.012 etc, *i don't know the numbers on this just an example*
Harder gameplay rewards risk

People are attracted to making FG, at the current moment you lose more than you make
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Jun 15 2016 12:01pm
Quote (harmacintyre @ Jun 15 2016 05:05pm)
Maybe a scaling drop system would improve things slightly. Scaling as .01,.011,.012 etc, *i don't know the numbers on this just an example*
Harder gameplay rewards risk

People are attracted to making FG, at the current moment you lose more than you make


what about few fg per mq or the chance to find fg drops ? so u could fine fg same as comfreys, rods, items and totems ?
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Jun 15 2016 12:22pm
How about making the game a little harder and to make max value per tier a little higher.
for ex T3 max ee 65, T4 max ee to be 90 and so on..

I dont have a problem with the drop rate if it's the same for all users. So the players with the "perfect equips" will still have the best items ingame, but they'll be motivated to explore/buy new items aswell.
And the market problem will be resolved.
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Jun 15 2016 01:38pm
Quote (obob_ro @ 15 Jun 2016 19:22)
How about making the game a little harder and to make max value per tier a little higher.
for ex T3 max ee 65, T4 max ee to be 90 and so on..

I dont have a problem with the drop rate if it's the same for all users. So the players with the "perfect equips" will still have the best items ingame, but they'll be motivated to explore/buy new items aswell.
And the market problem will be resolved.


well at first it will be harder to calculate.. and no more be the smooth 20ee per tier..
i dont think it will help.. as we dont even find max ee on our higher lvl ee items.. it would be even harder if the max ee was increased.
i would like a little bit harder mechanics in the game that are providing a better drop rate/ more profs/ more exp but being harder to play (such as higher lvl whistling for solo play for example.. like +5 or +10 lvls above your own lvl)
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Jun 15 2016 01:59pm
Not a fan of increasing max tiers on EE items, tbh i would NOT buy anything, i would just try to get higher prof to cover 30 levels instead of 20. I think it would make more sense to add a 15th tier, IE level 60 items and raise MQ to 81 or something, while increasing monster difficulty, which should increase drop quality
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Jun 15 2016 06:13pm
heres a couple of ideas...every 25 levels the minimum tier drop increases by 1. maxes out at level 100.

level 25 tier 2+ drop...level 50 tier 3+...level 75 tier 4+...level 100 minimum that drops tier 5+.
This will help skillers, wellers and more exploring / group climbs. Works well in solo and elites will drop higher tiers...more solo friendly.


Another idea for muters. Muting angelic+ minimum essence gained is rare, then godly mystical+ and unique angelic+. So every + 4 the minimum increases by +1.

I have more ideas coming later.
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Jun 15 2016 06:42pm
Quote (richboy1991 @ 16 Jun 2016 01:13)
heres a couple of ideas...every 25 levels the minimum tier drop increases by 1. maxes out at level 100.

level 25 tier 2+ drop...level 50 tier 3+...level 75 tier 4+...level 100 minimum that drops tier 5+.
This will help skillers, wellers and more exploring / group climbs. Works well in solo and elites will drop higher tiers...more solo friendly.


Another idea for muters. Muting angelic+ minimum essence gained is rare, then godly mystical+ and unique angelic+. So every + 4 the minimum increases by +1.

I have more ideas coming later.


i like the first idea (have been suggested a few times allready).
you could even do that with smaller lvl steps imo.. like every 15th lvl (so lvl 150 would be tier10+)
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