One thing I'd like to see is the duration on House D potions increased to, say, 10 or 15 minutes.
One thing I'd like to see is the duration on House D potions increased to, say, 10 or 15 minutes.
I at least allow that Cordovan believes what he is telling us and is just relaying information given to him by the mysterious "management".
It's also possible that when he says "technical constraint" he really means, time constraint because someone was only allowed enough time to copy and paste the same value/barter code/tables across all collectors. Making it perfectly possible to adjust the actual rates on a per collector basis in far less time than "the coming months" but for the lack of prioritization.
Your initial numbers were close to then-present live for those turnins that weren't left out. Problem with that of course being the live value was market-deprecated to begin with, so for the ML 8s, now the system is out:
general principles -
common: CL8 potions (20 stack minimum per turnin at the original numbers might make those worth more than raw plat. Might need to go higher. I'd also point out runestones are single-use only at present, though since they're not confined to using on yourself, call that a stack of 10.).
uncommon: CL10 wands/scrolls (they exist already, have a niche market to exploit, and fit the various helf dilettante benchmarks), bane ammunition/weaponry.
rare: ML8 items/stacking potions (edit: With a higher than normal chance for augments, since you're going above and beyond simply opening a chest).
For randomized crystals: Keep in mind that At Present You've 6-7 augments that can show up, with more having been suggested as in the works. For purposes of getting a single desired aug, that effectively already operates as a cost-multiplier, so say, twice what the initial costs were, perhaps up to 3x tops should give folks enough of a feeling of having a chance to consider using the system long enough to even see the flat out purchase options, let alone impulse-buy.
Last edited by Scraap; 03-18-2013 at 05:19 PM.
here's a feedback; disgusting
Peoples already gave enough feedback in lamania about that. this is very annoying change and comple heist. Prices/rates are ridiculous, stop it.
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The Great Gnome Conspiracy was here!
So low level augment turn-ins are only supposed to be for players that have already played through half a dozen lives? (and have big collectable bags) Seriously by the time one has enough for even a single augment, they wont even notice levels below 12 or so...
Hearts of Wood.
Sigil components for Necropolis turn-ins. (Maybe even Taps/Tome pages/Shield Pieces)
Things that if Turbine went all EXTREME PREJUDICE™ on, would actually make the game fun again.:
- Giving us the racial PrE’s we were promised, before rolling out DDOStore™ Enhancement Trees.
- Fixing physical defense for Rangers and Rogues. It’s ridiculous that you’re better off wearing Heavy Armor and ignoring your innate feats on these classes.
- Cannith Crafting.
- Update the named loot to put them on the same system.
- Fixing the Cannith Challenges so that they can be 6 starred without incredible luck or store bought items.
- Fixing all challenges to give us decent XP and ingredient returns for the unreasonable time we have to spend in most of them.
Ok, i'll make some rational comments about the new system.
What has to be considered is the relative rarity of the items required to turn in. People will say that some are more valuable as crafting ingredients than as turn in fodder. That's fine, they always were. You could always turn in a lightning split soarwood for a piece of junk, and nothing they are likely to make available as a trade in for it is worth more than it's crafting value. The soarwoods, the drowshoods, and the luminescent dusts are probably the only collectibles that fall into this category though. For example, a crystal decanter has no inherent worth, though it is just as rare as a lightning split soarwood.
Most of the tier 3 collectibles are rare enough that turning in 5 of them is just too much. That alone really should net you a choice of augment, as i'm quite certain i could farm 20 dungeon tokens in less time than i could farm 5 soarwoods, decanters, etc. Even though i know where several of the nodes are. For a random augment, 1 actually seems about right, if you want to preserve the choice aspect for those who will use astral shards.
Tier 2 collectibles are approximately rare enough that i could see turning in 5 of them. 10 is a little high. But for a choice of augment, i could see that. 5 would be about right for a random one. 5 would also be about right for the non augment turn ins that require tier 2 collectibles.
Tier 1 collectibles vary wildly in how common they are. The big factor is whether they drop from bags, or only nodes. The ones that drop in bags can be acquired in large numbers fairly easily. The node only ones, like glittering dusts, not so much. I can understand though, that for the sake of simplicity, you may want to standardize the turn in numbers across all the collectors, so i don't really expect much fine tuning at this level.
The rewards themselves, also vary in their usefulness. I saw 2 stat pots, the bear's endurance one, and the eagles splendor one. They are both ml 20, which i assume means they would last for 20 minutes. That's great. One problem, though. They are min level 14 to use. Way too high. Anyone who thinks a stat is important enough to carry these pots will have slotted the stat by this time. It might be nice to implement a pot of this type for each stat, but drop the min level for use to 6.
The aid potions are better than the ones you can buy for plat. One is caster level 10, the other is 15. Problem again, though, is that the min level to use them is too high.
The spore sap went up from caster level 10 to caster level 15, so that was an improvement, but the mushroom/fungus turn ins for these are too rare to be able to get a meaningful number of them, even with the old turn in rates.
In summary, the turn in rewards for pots which have versions available for plat from vendors need to be clearly better than the plat versions. Raising the caster level was a good way to do this, but it is kind of soured by making the min level so high as to make them virtually useless by the time you could us them.
The stuff that is unique, most notably the greater heroism pot, is fine. For me, this is the best thing you added to the new system by far. The one minute haste pot is good, too, although probably too tough to get a meaningful number of them for the turn ins.
For the augment turn ins, i understand that you want to preserve choice for those who want to pay astral shards. You can get some augments in gianthold for relics which don't require shards, but do require you to have bought the gianthold pack. For a random augment i could see a turn in rate of 20/5/2.
For the other stuff, I could see tier one turn ins at 20, and tier 2 turn ins at 5. None should require a tier 3 turn in, and they don't now.
The house d potions are a special case. I think i would rather see you raise the caster level on them so that they lasted longer, rather than seeing the turn in rates go down. With only a 2 minute duration, even with the old turn in rate, they just aren't that useful. Raise the duration to 10 minutes, and they might even be worth the newer crazy turn in rates. Or drop the turn ins to what they used to be. Either way would be fine.
The lordsmarch turn ins are interesting. The runestones are pretty cool actually, although anybody who crafts can easily make them. The description says something about an improved curing potion, i'm curious what that was going to be. Maybe something clearly better than what is currently available from vendors? Is there any chance that this will actually appear as an item later, or is it just a pure typo?
Anyway, that's my take on the changes so far, at least what i remember about them as of this writing.
NON RANDOM augment crystals.
<-Curelite Bottling Company->
Originally Posted by Chilldude
The skill based ones could probably remain at a low duration since the only use i can see for them is passing some sort of dc check, like a trap or an npc skill check option. Something where you can very much control the timing of when you would want to use it. So maybe keep the turn ins a little higher for the stat based ones, but raise the duration to 10 minutes, and lower the turn ins to what they were for the skill based ones, while keeping them at 2 minutes.
I'll be honest, like the new interface, do not like that it was released with prices Turbine knew was wrong to bring us something we could have waited for. Also not happy with the missing turn-ins such as the ones put in for the Pale Master PrE.
Its too expensive and its random. I get that you need to balance it against coaxing people into the store. But to do that it only needs to be one or the other. Cheap and random or expensive with choice, currently I just feel that I'm being taken advantage of and that drives me to just ignore the whole system.
If ya'll aren't able to decrease the costs, could you please increase the drop rates or gives stacks of each reward item?
Edit: And if the Potions of Aid are still rewards for collectable turn-ins, please remove them and put in something else, like cure pots with a higher caster level, or maybe vigor/lesser vigor pots. Aid potions are simply not worth it.
Last edited by HatsuharuZ; 03-18-2013 at 07:23 PM.
On a side note, about the arrows. It's much better now. You get a stack of 100 arrows instead of 20. You only get the arrows, if that is what you want. I would be curious to know how many collectibles would have to have been turned in with the old system to come up with a stack of 100 arrows, given that the rewards were random, and the arrows only came in stacks of 20.
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