Blacksmith Skill to upgrade gear
Not a fan of weapon maintenance but weapon upgrades with a risk of breaking it when you upgrade would be a great way to maintain demand for resources: - you introduce a blacksmith skill and a blacksmith bench for upgrades - you introduce 3-5 weapon tiers for the same weapon -- level 1: base weapon with base stats -- level 2: increased stats + different aura + you need two lvl1 weapons to craft it and there is a 50% chance for both weapons to break (you lose both) -- level 3: increased stats + different aura + you need two lvl2 weapons and there is a 50% chance for both weapons ot break (you lose both) -- and so on... To craft it, on top of using the 2 weapons with the % risk of breaking them, it can consume some rare resources like the new stuff dropping on S7+ in the Everdune (soulstone, essence of whatever, etc.) and a significant amount of Gold. As the Blacksmith skill level increases, the chance for both weapon to break reduces (you need to cap this to keep a relatively high break chance to make those weapons truly hard to obtain). You can even stagger the introduction of higher tier weapons as each tier introduction will boost demand for the resources needed to craft it. For example with the introduction of every new dungeon, you increase the available tier by 1. I think this is a good way to maintain demand for existing resources without disrupting the existing mechanisms but building on top of it instead.
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Comments7
relicz.
Sep 14, 2024
Personally i don’t like the idea that there is a chance to lose your primary weapon..
Why would you punish active players like that?
If I were to lose two weapons that took a long time to grind for, I’d feel awful, and I imagine some players might even quit the game after losing such an important item.
Instead, I’d suggest focusing on upgrading weapons without the risk of losing them.
Make each upgrade level require exponentially more resources,
This can be a crazy amount of recourses that you can add to your weapon over time, bit by bit..
For instance, upgrading to a level 3 weapon could require something like 500 Chronosteel,
Something that would take many months of grinding to obtain.
This way, there’s no loss, only progress.
l1ppp
Aug 29, 2024
I like the idea, I just hope we can have 2-3 different ideas for the topic and see what players prefere through voting.
It’ll be a must-have and is very important for the game, even more if we will be having some kind of PvP system in the future. It’ll do lots for the game economy.
abbbbbbb
Aug 28, 2024
https://thedecisionlab.com/biases/loss-aversion) -- Loss is 2x more painful than a similar gain. I would think carefully before adding in such permanent loss mechanics, especially where the stakes are ever increasing. The suggested 50% x 5 would result in only 3% expected upgrade probability of someone hitting all 5 in a row without a loss, sound SUPER painful. Gambling/Loot boxes work off a total expected loss, but the losses are small and frequent, and the gains are infrequent and large, sometimes huge. Now, not saying we want to create addicts, but it's a good thing to consider human motivations. Repair mechanics are ok, but again, is it just me, or are they pretty annoying? Having to worry about it wearing down while you are out fighting, and really having to worry about each and every hit. I would prefer a temporary break/degrade over permanent though. Good we are thinking of all of these, but really hope we can arrive on mechanics that are satisfying and fun, rather than adding in sinks for the sake of a sink. Tough balance I know, but remember one thing, you control the faucets also, which so far we have not done a great job keeping under control (LP Inflation + huge increase in latest patch).
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[8:24 AM]
CS2 has a pretty good system. They have the loot boxes, where there different things in each, with a probability. The top ones are 1% chance, and often huge gain. Where as the 2nd/3rd might be big/small gain. Then the rest are small/larger losses, but you still get something back. Then they have upgrade contracts also, where you burn I think 5 or 10 of a specific item quality to re-roll it into a higher weapon quality, again sometimes may result in a negative outcome, or sometimes a super big win. I think that is a decent mechanic also. CS2 also has what they call 'float' values. Which is effectively the quality of the skin. As these are cosmetic only, it effects only the look, like scratches/fade etc...so the better the float, the more valuable...and there are some super rare float values. THere are also patterns which add value, sometimes alot. SO in our case, it would be more for weapon stats/power probably...although you could integrate it into cosmetics...possibly through colors or effects etc. (edited)
[8:26 AM]
Give me those blue cosmetics
[8:26 AM]
https://www.youtube.com/watch?v=Lp2sU7C0vKE
YouTube
CykaHotFire
Noob Unboxes a $200,000 CSGO Knife (Best Blue Gem)
zankerr
Aug 28, 2024
I think it's too early to upgrade weapons
Sebax11
Aug 28, 2024
is a must, now ill have no life irl life for real
dage_.
Aug 28, 2024
I like this kind of idea of putting weapon upgrades. This makes a huge difference between the stats with each player.
Mostly MMO games has this upgrade thingy on their gears.
_blank0o
Aug 28, 2024
Thank you for pasting that here @Webb , I was just about to do it.