First of all: quite great feedbacks here, especially from
Julia and from Deraj....here from me 250% approval.
---------------
On the subject of Antique - here is a posting by Kyronix
from another thread, which first makes speechless and - I readily admit - first
triggered headshaking and some incomprehension. But then you start thinking,
especially when the topic becomes game-bearing.
Quote from the thread "Wildfire???", page 3

First of all - I had to google what Power Creep means. One
is only a player, but not a video game developer. For the psychologists,
however, this could become interesting at some point, because then, in addition
to blatant burnout effects, the experience of self-induced and externally
induced compulsions are added ☹ The game is unfortunately now
ailing at all corners and ends, and that really makes worry about. If I post
something here, I do not do it for me, but always in view of the potential
returnees and newcomers, who often do not have to start here nothing in the
body at zero.
Just thinking simplistically from someone who doesn't know
any better:
Basic gameplay in a hack & slay game - whether it's UO,
Elder Scrolls, Baldur's Gate, Diablo and whatever else is on the market - is
basically the same:
Fight monsters, make gold and see what is useful in the loot
and try out and create certain character templates, and that from the
beginning. It was like that 20 years ago, and it still is today. Warriors, mages,
thieves, and crafters - those are usually the four big basic types that often
define the game. In between there are all kinds of fantastic mixed templates.
Everyone makes their way here in their own way: Crafters by crafting and
warriors, mages just by knocking or casting spells and thieves just by
stealing. To make the adventure worthwhile, there is gold and items as loot. If
you find something nice or interesting, you take it with you, because you could
use it someday, or you don't find anything, then you just leave it. Or there
are stores where you can buy gold to improve your game.
To protect myself, I need equipment, of course. But I don't
want it to fall off my body in no time, especially when I'm new in this world.
I would like to keep this piece of equipment a little longer. If something
breaks, I'll have it repaired or do it myself. As I said before : who
guarantees that I can find the same piece again in the loot or buy it in a
relatively short time?
That's how I got to know UO over 20 years ago, and I still
remember times when you couldn't insure your equipment. That panic that came up
after every death because the corpse wouldn't be there and the healer would be
making small talk somewhere. These are primal fears that have consolidated and
remained, and partly shape the players here to this day.
Quote Deraj
Repairing - Here is a suggestion that will probably solve
a whole lot of problems in this game. Introduce resource consumption for
repairs. In other words, to repair things will cost you ingots, leather, gems,
or even special ingredients. Every repairable item could have hidden repair
factor value that determines how much resources will be required, which scales
in proportion of the power level of that item. The types of resources are
determined by the resource type and the item properties. This value could also
be scaled higher for special rewards, if you chose. "Antique" should
be redesigned - rather than causing an item to break faster, it should just
impose a hard limit on the number of times it can be repaired. By the way,
every single piece of equipment in this game that adds properties to a player
should have durability, no exceptions. If you do this, you'll have a much
greater ability to customize the life cycle of rewards that maybe you want to
be more temporary.
I had very similar thoughts yesterday. The processes that
Deraj has come up with in terms of repairing items are quite well thought out.
The term "bad-feeler item", which Landicine uses here, sums it up
quite well. This trait definitely has its appeal, but that was quickly lost due
to the fact that it breaks way too quickly. "Antique" as a property
should really express something so precious that it is also worth taking. I
myself understand "Antique" as something very old and very rarely
available, and thus actually also as something very worth protecting, which
should be handled carefully. But I rather put such items into a showcase. When
I have to fight battles in this world, and I will always have to do that here,
I think very carefully about whether I put on such an item.
What is now also very noticeable is that even in the loot
the best items lose their value because they too often have this attribute
"Antique". These items are sometimes really crass, as far as the
other properties on it are concerned. For craftsmen who are not in battles and
where the risk is low that it could break, "Antique" is quite OK. But
overzealous tailors have no business in war here. I can't kill monsters
with sewing needles, I might as well stand there naked.
"Antique" on the items doesn't have to disappear
completely. But don't pile that trait on the items like that anymore - even in
normal loot. Think of it as something rare. For both new and long-time players,
such loot is a big fun killer. A player will always aspire to better gear if he
wants to stand up to stronger monsters. Logically, he will then look to replace
what is no longer of use to him. Newcomers and returnees will want to replace
their junk armor, and we old bored veterans might tinker with some fantasy
shuffle templates for chars that want to be equipped as well.
Suggestion - (I had already posted this somewhere here in
the forum)
Consider if you can't find a way to have the
"Antique" trait removed, e.g. by some kind of "Special
Refining". You could create new resources for it, for example, which would
keep adventurers and craftsmen alike busy in the game again. New resources
would also again be a found food for decorators and interior designers. The same could be done for "Curse"
items or even for "Briddle". Create a recipe for it, for which you
need a longer quest series with quest giver, gladly something like now with
"Yukios Earrings". Additionally, make it possible for those who have
too much gold here to have it removed at a high price (let's say millions) -
this would also take gold out of the game again.
In this way, power creep and encounters become more and
more difficult.
Of course, submitting to such constraints leads to more and
more difficulties. It leads to difficulties especially for returnees and
newcomers who first have to find their base here again, but who lose their
desire very quickly due to totally lousy equipment. It leads to trouble when
attempts are made to fulfill completely nonsensical demands, and well thought
out advice that would and could really improve the game, advice is not taken,
ignored and even blocked.
In closing, I can
only echo Julia's words here:
Quote Julia:
Kyronix, I know the tone of this is not one that says
"This dude is on my side." Think of it as a tough love kinda talk. I
truly do think you (and many, many times you alone) are working to improve the
game. But the choices you make sometimes seem completely nonsensical. I realize
that your work environment has probably led you to a heavy dependence on skooma
and the bucc's den bathhouse. It can't be fun working in your shoes a lot of
days. And asking for this feedback is great. But there is a next step, and that
is understanding and implementing the feedback. That doesn't always seem to
happen. So make it happen! A lot of folks took time to provide you feedback
here, and if you notice, there is a LOT of repetition in what we are saying. Be
a bro man, implement the feedback!
I think everyone who has given feedback here is also
struggling to keep something alive that we all love so much. I was as proud as
Oscar that I was able to convince you, along with Pawain, to adjust the rewards
prices in this ongoing event after all.That was a great feeling, and I felt valued.
I would be even more satisfied if there wasn't this constant
urge to make everything even more difficult than it already is - be it through
even more violent monsters, totally exaggerated prices for any rewards or even
through not really usable items. Sometimes less is more.
So, now I'll shut
my mouth - and keep it shut until I think I need to strain my delicate little
voice here again.