Quote:
Originally Posted by Pudge
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i'd try to make it more pvp focused. (as you described it, with the plat-to-crystal method, everyone would just buy their crystal-gear immediately after buying their crystals, giving no chance to actually loot ppl's crystals, only the resulting items)
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well its essentially opt in however much risk / reward you want. if you want to hang out at the 5$ poker table that's fine. if you want to go kick it at ball so hard university in the back room at the bellagio with foreign dignitaries and movie stars, u better bring your black mastercard.
this is also why i put in the bit about anyone being able to loot 1 crystal reward item, regardless of if they have any crystals. so even if you immediately go convert your crystals to items, those are still at risk, and you also block yourself from procuring more rewards through pvp by doing this. it also gives a little bit of an edge in the risk v reward of the system to noobs, in that if you have nothing you always stand a chance to gain, but the more you have the more you stand to gain / lose.
i would like it to end up being kind of a dick waving contest, so big name pvpers will post ss's of killshots on forums with red ms paint arrows highlighting their 10k stack of crystals on the line while slaying others. this will hopefully also give a little incentive to go after 60s with gear rather than naked low 50s.
your idea of limiting the crystals bought at vendors could be interesting, but i might do it from the other side. if there were some way to make the item vendor not sell to you once you had x number of crystal rewards in your possession, including bank, it could force you to go out and pvp with some crystals on your body once you started getting into baller mode. this would also probably make people burn through the items quicker, increasing the plat sink rate. you could always continue to loot items and crystals through pvp, just not purchase them from the vendor. i could go either way with this one. i do see how the hoarding thing could be a problem, but i also think the items being lootable innately takes care of this.
another more simple option would be to just make all the items lore. definitely something that could be trial and error tweaked.