EQ Enhancement Idea
From ProphWiki
What do you think of this idea:
For aq eq, it costs 200aqps ("equivalent" to 4qpts) to enchant things such as +1 hitroll, +1 damroll, -5ac, +15hp/mana/move, -2saves, etc. Why not make the qp enhancements equivalent cost, especially since the market doesn't really seem all that flooded with qpts? This idea would mean that instead of 4qps = 6hp/mana/mv, now it would equal 15hp/mana/mv (same as aq eq). Same goes for stats. Instead of +1 stat for 4qpts, it will be +2 stat. Just a little idea to give the few who still play here an incentive to keep playing, and for newer players to have incentive to work hard and save up for their enhancements.
I only post this idea because the precedent has already been set with the aq eq.
Also, since quests seem to be short in supply (due to both low numbers of mortals as well as immortals being busy), qps are probably relatively short in supply (at least, comparing to back in the day). However, thanks to Emily, and of course our built-in auto-quest system, aqpts are easily accessible. Now, what do you think of allowing people to use aqpts to enchant regular eq just as they would with qps? Yes, I know, the first and best argument would be that it would be too easy to get maxed out / buffed up quickly. But there is a simple and expedient solution to that problem. First, raise the cost of the enchant. Make it 2.5 to 5 times the cost (500-1000aqps) to do one enchant, while also implementing the idea above (changing 6hp/mana/mv to 15hp/mana/mv, +1 stat to +2 stat). Then, impose a 2 enchant limit per week on each player. (It's simple to code -- just steal the code Emily uses to only allow one cashin per week and modify). So, the first question to ask and analyze is how quickly, then, could the best aqer buff up? Well, at the rate of approximately 200aqpts per hour, and the increased cost, it would take 5-10hours playing time per week to get both enchants. Then, since the best stock/rareload pieces are about 5/5, 45hp, 75mana, -4 saves, no added ac, maybe a few stats, it would take 5 weeks alone just to get one piece to 10/10. Then, multiply that by 10, 15... It would take about a year to buff up every piece to 10/10. Maxing out ac, and other stats would consume an equivalent amount of time.
Now that I'm actually doing the math, maybe even a 4/week or 5/week limit wouldn't be unreasonable to impose. (Think about it -- 4-5 per week would be hard for even the best aqer -- that's 25-50 hours a week depending on the cost per enchant) Anyway, that's my two cents. I think it will get people playing more, and that will increase attendance for quests and other things as well.
Please post back with comments / suggestions! Let's really talk about some cool changes like this and help formulate ideas for the imms to implement!
Amkin
- Sounds cool. If it costs just 1000aqps to enchant one time, then it means i will get 4qps for every 1000aqps earned. Assuming i earn
250aqps an hour, it means i can earn a qp in an hour. Woot.
However, currently we need 2500aqps to add one stat(str,dex etc) on personal aq character, maybe we should think of reducing the amount of aqps to add one stat as well since it is only added to personal char and we cant reroll or transfer the stat to another char.
BTW, if we enchant hit/dam on regular stock eq, will the eq become solely for the character? or can it be transferred to another char?
-Siezard
- In regards to your request about reducing the aq train cost, I think
that it's actually a very decent price. This way, you are basically getting the opportunity to increment the LIGHT BLUE numbers in your stats towards the max, without having to spend your leveling-earned trains on it. I think 2500aqpts is more than fair for that advantage.
And yes, Siezard, you are right. You can probably earn those 1000 aqpts somewhere between 4-5 hours of playing time (if you diligently aq every time the timer resets). However, say you are allowed a max of 3 enchants per week. This means that a player would have to dedicate a minimum of 12-15 hours to aquesting PER WEEK. Now, while some players can afford that time commitment, many cannot. I think that is a strong pro to this system. I believe that gamers who spend more time gaming should be able to reap more rewards.
Now, those "casual" gamers probably won't like hearing that, but in all reality, that is more fair than finding some way to "balance" it so that casual gamers can be equal to more serious ones. The rewards earned from a game should be proportional to the amount of time you have put into it.
-Mike (Kasral/Amkin)

