OK, in my first draft of this proposal, the actual intent (creating a new and challenging difficulty setting) was getting lost in all the noise about the additionally proposed crafting system. Since this is supposed to be about the challenge setting and not the crafting, I am rewriting this in hopes of drawing the focus back to its proper place. TL: DR version: just read down to the green line if you want the meat of the system. Everything below that is optional rewards systems.
So I've been thinking. I see alot of debate on a daily basis about how easy the game is vs. how hard it is. Obviously, the majority of players who complain it is too easy are the ones with all the shinies and years of experience with all of the content. I can see both sides of this. Personally, I think the challenge is just fine in most areas, with a few notable exceptions, depending on the class you play and your resources, etc. I would like to see more challenge brought into the game, but not in a way that is forced on everyone. Trying to balance it for both sides of the coin is just not going to work. So I have come up with a rough outline for a compromise: a new difficulty setting that provides challenge for all the "uber" players but without shoving it down everyone else's throats or making it "mandatory" for those who really have no interest.
So, I give you the Valor System. (2.0)
Keep in mind this is still a rough draft. It will require some polish, including exact figures and tweaks to the actual difficulty in order to balance risk vs. reward. As with my Widget System, look past names and numbers and focus on the concept. Names and numbers are easy to change. The Valorous difficulty setting would be a step above Elite.
THE CHALLENGE:
* First off, this will be a P2P addition (free to VIPs). See the REWARDS section for more info on this.
* For purposes of quest lvl vs. player lvl, it would have the same level as Elite (that is, +2 base).
* Valorous does not count toward BB or streaks, nor is it affected by them, but it would count toward repetition counters.
* All XP-affecting items work on Valorous setting as they would on other settings (which means VOM and the cloak work, but XP tomes would not work in epic)..
* Valorous does not give favor. This ensures that the quests are still run on Elite or below, and not just turn Valrous into the new "must run" setting. Remember, this is supposed to be an optional setting for everyone.
* Mobs would have +50% HP and deal +25~50% damage over Elite.
* All DCs would be +5~10 over Elite (likely +5 in Heroic and +10 in Epic).
* No Rest Shrines, and any Rez Shrines would be limited to one use per toon.
* No hirelings, but class pets and summons work as normal. This removes the ability to bypass the lack of shrines by using cleric hirelings for infinite SP and rezes.
* Optional: Rez cakes and ethereal shrines, etc. might be allowed, but no G.S. Hirelings, etc.
* Korthos would NOT have a Valorous setting. Its supposed to be a newbie/teaching area, so lets leave it alone.
* No scaling (up or down) based on party size. Set the default to be vs. a 4-man party and leave it there. This means players could further supplement their challenge by short-manning it, or make it a bit easier by maxing out the party (thus subtly encouraging grouping).
* As with the old epics, there are no re-entries allowed. If you leave for any reason, you cannot re-enter.
* For now, raids (including pre-raids just to avoid confusion or other issues) would NOT have a Valorous setting; only 6-man "normal" quests would be affected. After implementation and testing, Raids could be considered for inclusion as well. Challenges would also be permanently exempt (they follow a completely different format and have their own difficulty and reward "slider" built in).
* Outside buffs are dispelled; this includes ship buffs and House buffs. Buffs from XP pots, etc. are left intact. I am personally not a fan of this idea, but I know it is a popular request for this type of setting, so I am including it for consideration.
* New: Disable invisibility, Shadowwalk, and other such spells/abilities (but not sneak) so as to avoid the obvious invis-zerg to completions. This could be as simple as giving all mobs in Valorous True Seeing.
THE REWARDS:
Like everything else, the rewards must be enticing enough to encourage players to try it. And while this setting IS designed for the folks who want more challenge in their content, simply saying "challenge is its own reward" just isnt enough. First, the percentage of players who just want more challenge isnt enough to justify adding it in. In order for Turbine to meet its cost/benefit ratio, enough players must be likely to use/buy the product to make it worth their engineering time. So what kinds of things appeal to most players? A few examples (add more if you can think of any):
* Loot: This is the obvious one. Everyone loves shinies. Even if they dont actually DO anything, players like them.
* XP: Especially among vets and TRs, this is a huge draw. Its why XP-bonus Days are so popular.
* Challenge: Some folks just want to have more challenge. For players who are geared to the teeth, this is much harder to find.
* Tchotchkes: This encompasses pretty much all of the vanity/cosmetic knickknacks, from armor kits to DDO-store pets. They may serve absolutely no purpose other than a plat/TP sink, but players go gaga over this stuff.
So with these things in mind, we move on to how to actually incentivise the system to appeal to the most people, ensuring they will crack open their wallets for it (remember we are probably going to have to pay for the dev time). I will outline a few options for rewards systems that might be included. Remember: the focus of this thread is adding a new difficulty setting to the game. All of the rewards should be considered "addendums" to that. While it is perfectly fine to discuss them, lets keep in mind that they should not be the paramount issue here. The following rewards are "universal". That is, they will be a "set" part of the Valorous rewards package, with additional "optional" rewards to follow:
UNIVERSAL REWARDS:
* Valor Points: When completing any quest on Valorous setting while at/below level (that is, +2 or less over the base quest level), the character earns Valor Points (VP). VP is a "phantom" number, tracked like favor, per character. Unlike Favor, VP is retained over TR/LR/GR or any other form of character morphing that may be added in the future. VP can also only be earned ONCE per quest per toon per life. It does not matter if you run Valorous first or last; so long as you run it without being overlevel (overlevel = no VP for that quest), you get your VP. There are no streaks or VP bonuses. You get a set amount each time you run it (at level) for the first time on that toon's life. If you want more VP, you have to run another quest or run the same one again in the next life.
* XP: Valorous would give higher base XP than Elite (let's say +20% for now) and would give a first-time bonus of 100%. All normal XP-boosting items and effects would work as per other settings EXCEPT there would be no BB/Streak bonuses. Running Valorous also would not affect any BB/Streak bonuses. Remember we want this to be optional, and not perceived as the new "mandatory" Elite setting for streaks, favor, etc.
* Loot: Valorous would have +1 loot bonus over Elite. This would mean some new vendor goodies would likely drop in slightly lower level quests. If a bonus were also given to named loot drops, it would need to be relatively small (again to ensure it does not become "mandatory" to run on this setting while farming).
* TURN-INS: No matter what Optional Rewards system is chosen, there will eventually come a time when a toon has all it can reasonably want from the system (or the odd duck where nothing appeals to them at all). So there must be VP-sink in place to cater to these folks. As such, VP can be spent at any of the Valorforge Vendors to buy miscellaneous things such as pots (including XP/Renown elixirs), scrolls, wands, etc. This would include wands/scrolls that cant be found at normal vendors, such Dimension Door, Firewall, and high-level scrolls, as well as negative energy wands, etc. A higher version of cure pots might even be available here. Since VP is a self-limiting resource, purchasing these items in mass quantities should not be a real issue, as they would all be BTC.
* VARIETY: In addition, this has the side-benefit of making some of the less-run quests more attractive (I'm looking at you 3BC). Since you can only get VP once per toon per quest per life, it encourages players to seek out as many quests as possible, similar to the incentive of BB and streaks.
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OPTIONAL REWARDS I: New Crafting Sytems:
Note: I have made some revisions to the original proposal for this reward system.
On the Valorous setting only, treasure bags and chests would drop scraps of material: Iron, wood, silver, mithral, cloth, etc. -- all of the materials that our gear can currently be made of. Gather 20 pieces of the same type to make an Ingot (block for wood, bolt for cloth, etc.). Gather X number of ingots to craft a base item. As an example, it might take 20 ingots to make a suit of armor, 10 to make a 1H-wpn, 15 to make a 2H-wpn, and 10-20 to make a shield, depending on its size. Scraps and Ingots would be completely unbound, meaning they could be sold/traded.
Once you have an adequate number of ingots, you visit a Valorforge, located in one of the currently unused buildings in House K. There you will pay one of the dwarven smiths to forge your item for you (barter interface), spending VP and ingots to do so. A Valorforged item (the item name would include the Valorforged title) would be BTC and have 4 slots: Bonus, Prefix, Suffix, Affix. Cannith-crafted shards may be placed in any of the appropriate slots, with Affix accepting either an additional Prefix or Suffix (similar to Thaumatergic Staves). The same ML restrictions would apply -- with one exception: the +1 ML for shards beyond the first would be dropped. Also, they would be hard-capped at 20, regardless of what effects are applied. Like DT Armor, shards could be replaced by taking them to the Valorforge and spending a new shard (and some VP), destroying the replaced shard, but leaving all other shards intact. To avoid conflicts with the Affix vs Prefix/Suffix, the Forge interface would include the actual slots, so the forge "knows" which shard to replace. This would likely require separate interfaces for forging the base item and adding shards to it later.
In addition, starting at ML 11, the toon can spend additional VP to reduce the ML of the item by 1. This can be done up to 4 times, each time getting a new additional "title" on the item so it can be readily identified as to what stage it is in (IE: Fine, Good, Excellent, Exquisite, no additional title for a non-upgraded item). The ML of an item cannot be reduced below 10. This is a checks and balance thing to keep it reasonably in-line with similar level loot. Changing the shard in a slot does not remove an item's titles.
One objection I see right away of course is power gap between the ubers and the rest. Frankly, this really does not concern me, since that gap is already there and really does NOT make a real difference. The ubers want the extra challenge of a harder game, and this gives it to them -- they are already playing a different game than the rest of the players anyway. Ideally, this stops the outcry for devs to unilaterally bump up the game difficulty, while still giving them what they ACTUALLY want -- more challenge and better rewards. In addition, while the new gear with the extra Affix is more powerful than normal gear, it also comes with a higher ML due to that extra Affix -- and upgrading it would require alot more effort, so it works out. You wont be walking into a Valorous quest and getting a new shiny with every completion.
Another objection that jumps out is inventory space to store the new materials. No real way around that except to eat the loss of space in your ings bags.
COST:
Obviously, this is not a small thing in terms of engineering and artwork, so it justifies a fairly hefty price tag. Since this would be a game-wide update, affecting all non-raid quests (except Korthos) and would include Epic quests, it should be at least 1500-2000 TP for the "base" package -- this would include ONLY armor, wpns, and shields. Later, after the devs have had a chance to gauge the impact on power-level and player reception, etc, other slots might be added at 150 or so TP (200 for rings), and various bundles. Since it costs TP to access these features, it helps keep them balanced vs. other forms of crafting.
OPTIONAL REWARDS II: Modified Cannith Crafting:
Instead of adding an entirely new crafting system, we could modify Cannith Crafting slightly. There would still be a Valorforge in House K, but there would be no extra T-bag/chest drops of scraps. Instead, VP would be a "currency" (still tracked in the same manner, with the same restrictions) that you would use to purchase base items from one of the Valorforge dwarves. The barter system could be used here (in a slightly modified version, as there would be no physical crafting items to put in the box) to allow players to purchase base items of their chose material (Silver wpns, mithral amror, etc). The resulting Valorforged item would be pre-keyed for Cannoth Crafting, and would have a maximum Potential included. Other than that, it would be treated exactly the same as any other Cannith-keyed craftable item -- with the exception that it would include the title "Valorforged" as part of its name. The items would of course be BTC.
COST:
This is a significant step down from Option I in terms of power. It avoids the power-gap complaint, and it also negates the need for more ings storage, but it also has alot less WOOHOO! to it in terms of concrete rewards. At MOST, I could see this being a 1000-1500 TP bundle, and unlike Option I, there are no "residual" purchases for upgrades.
OPTIONAL REWARDS III: Tchotchkes
Like Option II, a modified barter box interface would be used. Instead of any other concrete rewards, players could purchase things such as Valor-system-specific vanity pets and armor/wpn kits. These things are surprisingly popular to alot of players (if you dotn believe me just stroll through the marketplace sometime).
COST:
They dont appeal a great deal to me personally, so I wont try to set a price tag for this.
OPTIONAL REWARDS IV: None
This option relies heavily on players wanting the upgrade just for the sake of the "universal" rewards I listed above (Challenge, XP, Loot, Turn-ins). Obviously, this avoids the majority of the over-powered concerns, but it also has the lowest amount of universal appeal.
COST:
I wont even try pricing this version, but it would be very low compared to the rest, and might not yield enough revenue to make it worth pursuing (for Turbine). This is the only version that I might see being remotely considered for F2P -- though I doubt it would see the light of day without some method for Turbine to directly recoup their time investment.
OK hopefully this revision will take the focus back off the crafting system and put it back on the meat of the real proposal -- the new dif setting. Note that I have included some tweaks and suggestions from other posters. Rather than trying to credit every little tidbit, anyone who is interested can read the original thread HERE.
As always, constructive feedback is welcome.