Quote:
Originally Posted by Craigus
I'd rather revise all the crafted/alchemy gear stats to bridge the gap between event gear and event and revise some event gear stats if required to make sure they are slightly better then the revised crafted items.
If this path was chosen i would be happy to assist in balancing the items but i don't feel like creating a template of the idea and putting the work in if nothing came out of it.
|
Actually that's a good idea (to bridge the gap btw. alchemy/crafted gear and event gear). That would bring more new players to GK. I see many newbies playing until lvl 10 (no gold) and then they want to trade, because they maxed lvl and all they get from "rich players" is a "lol @ your offer". So if we bridge that gap, it would keep those players @ GK i guess, since there is no need to get event items, because they have a good gear they can lvl with further than lvl 10 (which makes them purchase gold and I guess Stefan would appreciate that too). That's a good point. Since the spawn rate on RoW/IWD/EA was drastically reduced, new players can't really catch up and get something valuable.
There is no point in upgrading to gold, if they don't get help from high lvl players (who only idle, trying to trade some stuff, when they're on - including me). I agree with your suggestion. Maybe the first step would be to ensure that players can alchemy some sort of Ring of Thieves, or Strife or something like that, because rings give the main stats and it's hard to get good rings for beginners and I can imagine that it's frustrating and boring to run around with 1,7 speed or something. Or some sort of "Quest-system" where you can get rewards for finishing quests (something like "Gold Key - finding somebody quests" with RoT as a reward) - just simply a way for beginners to catch up would be neat and raise the playercount on GK.