Trade-Craft-Player System Issues
Introduction
The prerequisites are my personal opinion. Consequences and conclusions come from premises, so if you disagree with the premises, then you probably don't need to waste your time on the rest of the text. Premise #1 For any item found by any player at any point in the game with a probability close to 1, there is a better available player-satisfying item in the Market with the available number of players. This is due to the fact that the total drop of the market is many times higher than the drop of any individual player. Premise #2 For any item that a crafting sphere is spent on, there is a probability close to 1. In a Market with the available number of players, there is a similar or better item that satisfies the player and has a lower cost than the resources spent. This is due to the fact that the total drop of the market is many times higher than the drop of any individual player. Conclusion No. 1 In view of this, the player is interested in getting currency, not Items. Quantity is important to him, not quality. He needs more destroyed enemies per unit of time. This leads the player to the "mess on the screen" as the source of the number of items. Thus, the current state of the gameplay is related to the state of the Market-Player-Craft system. Premise #3 The high ability of the market with the available number of players to satisfy the player's need, high supply, is the reason for low prices. Premise #4 The high ability of the market with the available number of players to satisfy the player's need is associated with the low needs of the player due to the small number of builds (game methods). A small number of builds is associated with a small amount of content. Not all classes and subjects are in the game. Conclusion No. 2 It is incorrect to assess the state of the market and gameplay (conclusion 1) for an incomplete game, as new content will appear on the release. With the full game, more players will also appear, and thus it can be assumed that the state of the game on release in the context of the theme will remain the same. Nevertheless, the constant build-up of content in order to reduce the market's ability to satisfy the player is important and mandatory. Premise #5 Increasing the content leads to a decrease in the player's ability to obtain the desired item through crafting and drop. Premise #6 The player needs crafting to compensate for the inability of the market and the drop to meet the need. Conclusion No. 3 The player must greatly influence the drop and crafting so that they exceed the usefulness of the market. At the same time, due to the large amount of content, the player's drop and craft do not increase the market's ability to meet the broad needs of the players (conclusion 2). Drop and Craft management Suggestions Vendor Rework The Player adjusts the Vendor's assortment by excluding/including items from the set of possible ones. The player, for gold, excludes the item for some attribute, from those that may appear at the vendor. The player adds the found items for gold, making their attribute more frequent in the set. This way, the cumulative effect of a specific character's drop is achieved. Vendors remain in demand in the late game. From the point of view of the Lore: Vendors are the player's assistants, and they live on what the player brings. And it completely coincides with the proposed mechanics. Currency Drop Rework Multiply the currency drop. This will lead to overall inflation. The cost of each individual currency will be lower and it will be easier to use it for crafting, including what is received through the Vendor (see above). Crafting as a Rubik's Cube The concept of a system in which a player can achieve any desired combination of features in a finite number of standard moves, while the player knows in advance the result of each action, and the potential number of possible consecutive moves is infinite. The problem: the existence of God's Algorithm. Solution: introducing 5% randomness. The system encourages the spending of currency. A player with higher competence in the game will spend less currency and self-development in the metagame. Expanding the range of builds "Build of the week" is not the best way because it does not have sufficient coverage. Weekly-Skill-Limited Races A competitive, short-lived league in which players are invited to play with a limited set of skills, support skills, weapon-types and armor-types. Restrictions and rewards will encourage players to experiment. Some of these experiments will be successful. Characters in such a league may be transferred to the current season league at the end. P.S. The message was created with the help of a translation program. Last edited by Radonegsky#6656 on Jan 28, 2025, 2:50:31 PM Last bumped on Jan 29, 2025, 11:58:39 AM
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I completely agree with the author! Last edited by Madcube_ru#1513 on Jan 29, 2025, 11:59:09 AM
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