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=AQW= Proposed new Rarity Scale

 
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3/1/2010 23:02:12   
 Reens
 Buggin Out


Proposed new Rarity Scale:
20 Silly/Wierd/Bizzare
30 Rare (Hard to get)
40 Seasonal Rare (Only available during certain holidays)
50 Event Rare (Only available during event of that type)
60 Collectors (Special items from outside game, like Deady)
75 Epic (Super hard to get... or insanely powerful)
80 Ultra Rare (Super hard to get in a special event or holiday)
90 Legendary Item (NPC item, or Retired and no longer available in game)
100 Super Mega Ultra Rare (Never available again)

Tell me what you think of this scale? Any changes you'd make? Which of our current weapons/items would you put in each category? (examples only, please :D )

< Message edited by Reens -- 3/2/2010 20:37:47 >
AQ DF MQ  Post #: 1
3/2/2010 13:38:35   
 Koi

In your game, fixing your bugs (AQWBugs)


Well, my first question is this. Will there be any numbers in-between each rarity? Could an item have a rarity of '25' or '57', or will it just be in intervals of 10? Also, why does the ratings scale jump from 60 to 75?

Secondly, will rarity score serve any purpose in the game? Will it unlock some manner of shop, or quest, or something, or will it just be something to brag about to your friends?

Also, what about items that could fall into several categories? The pink doomknight armor, for example? I'd certainly qualify that as silly, but it's also (assuming there are no plans to bring it back) a Legendary item. Or the blade of "Awww, man!"

What's more, what qualifies as 'hard to get'? Does it mean the item in question has an incredibly low drop rate? Or does it mean the item costs alot of gold? Lies at the end of a particularly pain-in-the-neck quest chain? What kind of drop-rate, quest, or gold cost separates 'hard to get' from 'super hard to get?'

I'm also wondering about what the power scale for weapons will be once every weapon doesn't have the same overall DPS. How much more power will make an item 'insanely' powerful?

Questions aside though, I like that scale...Though it disappoints me that it doesn't go high enough for me to make an "Over 9000!" joke. :P

As for which weapons and whatnots I'd put in those categories...

A 20 would probably be something like the sharkbait items from Twilly's quest in battleon, the pepto paladin, or the monkey on your back.

30s...I'd suggest things like some of the mid-ranked reputation items, from rank 4-6 or so, and things like the titan's colossal sheathed sword or the gravity cloak.

40s kinda speak for themselves. Frostscythe's cruelty, Witch, anything you get from a holiday event that's going to reappear again at some point. Although, for this...I'd propose some sort of 'aging' rarity scale, to be more fair to the people who got the '09' versions versus the '10' versions, and so on. After all, what's the point of distinguishing the year you got the item if it's just going to be worth the same rarity anyway? I think what'd be fair is if a seasonal rare gained 10 additional rarity for every year you have it, which would be added on once the most recent 'generation' of that weapon was released during the holiday. So, an '09' Frostscythe's cruelty would gain 10 rarity once the '10' version of Frostscythe's cruelty was released during the next Frostval event

So now the 'aged' 09 item is worth 50 rarity instead of just 40. This could be done until the item reaches 100 rarity...Which, when you think about it, requires you to hold onto the 'aged' item for six years. I think if a person is willing to hold onto an old generation weapon for that long, they deserve some sort of reward for it.

Sorry if this doesn't make much sense, I just figured it'd be a fair system; in this way, you could avoid people complaining about how they don't get any benefit for holding onto their older versions of an item.

50s would be items like Voltaire's hat, guitar, Mad crush, Artix's chainsaw hand...

60 would be skullcrusher items, deady, chuckles, or anything you'd get as a result of a promotional code (like that sword you get from Valencia.)

75 would be items from the Chaos lords, I think, or possibly the items from King Frost. Escherion's staff, for example, has a drop rate of 1%. To me, that qualifies as super hard to get. The King Frost items...Kinda speak for themselves. Whether you actually defeat king frost, or go through his 50 rooms of torment, his items are difficult to get. I also think this rating could be applied to the higher ranking reputation items, from rank 7-10, or maybe from rank 8 or 9 to 10. Could also be applied to items that cost 1,000,000 gold or more to purchase.

80 Would be something like the Beserker Bunny set from the easter holiday.

90 I'm less sure in this category. I guess this could include things like Sepulchre's blade, or any of the items from the Chaos Lords, assuming you wanted to give them a rating higher than 75.

The only problem with the Chaos lord items in either case is this. They drop several different versions of their weapons/helm, some of which are member only, like the Legendary Sword of Dragon control, or the Staff of Inversion. My question is, will -all- the items they drop count as 'npc' items? Or will it only be their signature weapon/items? Kitsune, for example, drops a bajillion swords. But he's only -seen- wielding the chaotic and sheathed hanzamune. Would only the sheathed or chaotic versions of the Hanzamune sword count as 'npc' weapons? How about the pet he drops? My main concern here is that the higher rarity items are only going to be available to members, which, while fair from a business perspective, is going to cause a metric crap-ton of complaints from non-members.

Also, in terms of npc items, what about the Black Knight items? Red Riding Hood's hood? How about the trainer weapons? Now, I could understand the Black Knight items being worth 90 rarity score...The black knight IS a tough boss. But the trainer weapons and Red's hood...They're not exactly -hard- to get. Neither is Sepulchre's sword, for that matter. You just buy it from the AC shop. Mayhaps the NPC distinction should only be applied to bosses, or to NPCs who give you especially grueling quests.

100 Any of the monthly pets, or those time-limited items. The armored frost dragon, platinum dragon, golden starsword, Phaedra, Bloodriver, Cataclysm and Disaster...

Sorry for the long-winded post, Reens. Overall, I think it's a great idea...I think it's mostly a matter of qualifying/quantifying the rarities so it's easier to mark the items. This'll prevent people from scratching their chins and thinking, "Does this belong in -that- category, or -this- one...?"

Hope this helps at least a little!


< Message edited by Kiyodai -- 3/2/2010 14:00:25 >
AQ MQ  Post #: 2
3/2/2010 16:02:07   
 Furore

The Whinge!
(AQW)


Firstly, Kiyodai! A++ Wonderful Essay! :D

quote:

Proposed new Rarity Scale:
20 Silly/Wierd/Bizzare
30 Rare (Hard to get)
40 Seasonal Rare (Only available during certain holidays)
50 Event Rare (Only available during event of that type)
60 Collectors (Special items from outside game, like Deady)
75 Epic (Super hard to get... or insanely powerful)
80 Ultra Rare (Super hard to get in a special event or holiday)
90 Legendary Item (NPC item, or Retired and no longer available in game)
100 Super Mega Ultra Rare (Never available again)


20 Silly/Wierd/Bizzare
30 Rare (Hard to get)
40 Epic (Super hard to get AND insanely powerful)

50 Seasonal Rare (Only available during certain holidays)
60 Event Rare (Only available during event of that type)
75 Collectors (Special items from outside game, like Deady) Promotional too? (eg: Cole the moglin)
80 Ultra Rare (Super hard to get in a special event or holiday) Eg: What a 30-40 would be just from an event/holiday?
90 Legendary Item (NPC item, or Retired and no longer available in game)
100 Super Mega Ultra Rare (Never available again)

I emboldened the only changes I personally would make. I personally think there should be a definite split between what you can get in game without doing any kind of limited time events and what you can get from only limited time events. I also kinda fail to see the difference between 50-60 because in many players eyes an event or seasonal rare is going to be of the same or similar value...

Edit: ...If it is a one time only event then in theory the items are also one time only which could put them in the 80-100 range too. (Now to read down before I say anything more. lol.)

< Message edited by Furore -- 3/2/2010 20:44:06 >
AQ DF MQ  Post #: 3
3/2/2010 17:31:35   
 Artix
Paladin


Seconded. A++ Kiyodai.

This system has two purposes.
1.) To create words to describe different types of rarity (and solve any confusion)
2.) Create a scale that rare item hunters can use to determine the value of an item

This system has two flaws
1.) The scale is linear... and no two types of rarity can share the same value
2.) We have items that may fall into different categories, but some items seem like they should fall in multiple categories


Reens only posted a partial part of the rairty chart to avoid confusion... but here is the whole thing just in case you were curious. We have a few minor issues that are easily solved... adding a category for Tagged items (Rarity 65 maybe?) Also, I think that the values are spaced to far apart. A collectors item is worth 60, but any of our ultra rares are 80. 20 pts is a big difference! We could move the values closer together... or we could just ignore the rarity number, and add "rarity points" which would be calculated seperately. It would not be in our interest to create a system where the staff and players start choosing to keep items they do not like as much just because they are worth more points. Perhaps just leaving them with names is the best way to go. Or having a quantity count of the type of rares you hve perhaps? This means you might have different types of rare item hunters.... Seasonal Rare Hunters, Event Rare Hunters, Collectors, Treasure Hunters, etc.


Complete Rarity List
00 Common
01 Enhancement Only: +1 Quality
02 Enhancement Only: +2 Quality
03 Enhancement Only: +3 Quality
.... enhancements go up to 9 (Although only 3 are intended to ever be used)10 Unknown
20 Silly/Wierd/Bizzare
30 Rare (Hard to get)
40 Seasonal Rare (Only available during certain holidays)
50 Event Rare (Only available during event of that type)
60 Collectors (Special items from outside game, like Deady)
75 Epic (Super hard to get... or insanely powerful)
80 Ultra Rare (Super hard to get in a special event or holiday)
90 Legendary Item (NPC item, or Retired and no longer available in game)
100 Super Mega Ultra Rare (Never available again)

This is a very important topic and your input is critical. We have just a few days to make the decision on this, so please post and let us know your thoughts. Once we finalize this.... we really need your help to assign rarity values to EVERY item in the game.... *gulps*

Battle on!
Artix

P.S. Missing from the chart: Pre-release rares, Unique, Cross game (Master Account Achievement Items)

< Message edited by Artix -- 3/3/2010 18:34:44 >
AQ  Post #: 4
3/2/2010 18:15:22   
 Koi

In your game, fixing your bugs (AQWBugs)


I see, thank you for clarifying that, Artix. Keeping that in mind...Let me make a few more suggestions. I'll try not to write War and Peace, I promise! >.>

First off, I think the idea of a 'rarity number' is better than 'rarity score' for several reasons. First off, it's far less complicated. A rarity 'score' means we'd have to go through and assign numbers to items, and given that we'd have to do this for -every- item in the game, I have a feeling most of us would feel like spitting on our number pads by the end of it. Having categories would make it a great deal easier; "This goes there, this goes here..." Etc. At least for me, I've always had an easier time thinking in categories than numbers.

It also lets people determine the value of rares for -themselves- instead of us telling them that, "in terms of rarity, such and such is better than such and such." If we just assign blanket categories, and make some sort of display counting how many items of that category you have, it'll let people say, "Well, you may have 5 epic items, but -I- have 10 seasonal rares!". The downside of this is that it may take away some incentive to get rarest kinds of rares, given that a person couldn't say, "Hah, my rarity score is the highest in the world!" I think that it's an acceptable price, overall.

Finally, like Artix said, it'd afford people some individuality in their rare collecting. A person could be the greatest seasonal rare hunter of all, or the greatest SMUR hunter of all, etc.

So, my suggestion would be to do away with all the numbers and just assign categories. Have the game count how many of each kind of rare you have, with some items counting towards more than one category. Pink DK, for example, could count towards both the silly and Legendary category.

However, I'm a fan of everything having some sort of incentive to it. While having a high "rare-count" would be cool, I think it'd be cooler if you could -do- something with that count. I think the easiest way to do this would be with achievement badges; have certain badges unlock once you've gotten to a certain rarity number. "Silly Hunter, Rare Hunter, Seasonal Hunter, Event Hunter," etc.

What would be even cooler than that, I think, is if these badges also allowed you access to certain items or sets related to the rares you've collected. A "Silly Hunter's Armor", or "Armor of the SMUR Hunter", things like that, could be the ultimate reward for rare hunting. However...That would probably be too much work. xD

There! This wasn't too long...Was it?

< Message edited by Kiyodai -- 3/2/2010 21:20:45 >
AQ MQ  Post #: 5
3/2/2010 20:58:15   
 Furore

The Whinge!
(AQW)


Kiyodai! *Sigh* You Ace at this! XD

quote:

It would not be in our interest to create a system where the staff and players start choosing to keep items they do not like as much just because they are worth more points. Perhaps just leaving them with names is the best way to go. Or having a quantity count of the type of rares you have perhaps? This means you might have different types of rare item hunters.... Seasonal Rare Hunters, Event Rare Hunters, Collectors, Treasure Hunters, etc.


I love this! As an Ex-Rare Hunter myself (I gave up after I got bored of having no space to play with new stuff) I can honestly say it is a real difficulty trying to let go of something just because you know you'll never see it again. If some items gain you more points then others you're going to want to keep hold of it, which is why I whole heartedly agree with Kiyodai that "doing away" with the point system would be a great way to go. :)

Silly/Wierd/Bizzare
Rare (Hard to get)
Seasonal Rare (Only available during certain holidays)
Event Rare (Only available during event of that type)
Collectors (Special items from outside game, like Deady)
Epic (Super hard to get... or insanely powerful)
Ultra Rare (Super hard to get in a special event or holiday)
Legendary Item (NPC item, or Retired and no longer available in game)
Super Mega Ultra Rare (Never available again)

(Perhaps the harder they are to get, the less you need of that category to fulfil particular Achievement(s).)

< Message edited by Furore -- 3/2/2010 21:14:33 >
AQ DF MQ  Post #: 6
3/2/2010 21:06:54   
Stephen Nix
Member

So correct me if I'm wrong but would an Super Mega Ultra Rare be such examples as items that Quibble sells in his shops......technically they will never be seen again.

I like the direction your going but how will the rarity be displaced on the items....such s an example...DF has Valencia and whenever you just get an item it has a rarity would there be an NPC to total all of your rares! With that being said I like the idea of a rarity score!

The reason why I think this works out great is our banking system with all the AC rares our totals would be astronomical correct?

I can imagine the stress of having to go through all the weapons / helmets / capes / and armors and supply them with a rarity tag!

Sounds like a good idea I'm going to also throw into account that the 100 super mega ultra rare would be Sword of Swordliness.....the very first weapon in AQW...anybody who has that must be well known!

< Message edited by Stephen Nix -- 3/2/2010 21:13:14 >
AQ DF MQ  Post #: 7
3/2/2010 21:14:20   
 Koi

In your game, fixing your bugs (AQWBugs)


About Quibble...I think his items count as event items, not SMUR items. SMUR items are things like the monthly pets, or the timer items. With Quibble, you never know if they'll come back or not, because of his whole 'time travel fairy' deal. So, because any of those items could be re-released in the future...I don't think they'd qualify as SMUR, because even the -staff- doesn't know if they'll be coming back in the future. That'd mean you'd have to change the item's tag if it ever did come back out, which I'm sure would annoy people.

As to the rarity score thing, yes, it'd be a -huge- pain to go through and assign numbers to items. Hence the reason I like the category idea so much better. Not only does it cut out on the rigamarole of assigning items numbers, it lets people decide what kind of rares they want, without worrying that their 'score' is lower because they chose to collect one kind of rare as opposed to another.

< Message edited by Kiyodai -- 3/2/2010 21:16:03 >
AQ MQ  Post #: 8
3/2/2010 21:21:45   
Indestructable
Member

@ Kiyodai

But Artix did confirm that the Nightmare Set will and shall be returning in the DNs it was out, aswell the TLAPD armors are being seasonal. (Implied by the DNs)

Now on how to make these scores/numbers benefit us? Maybe we could have a "point" turn in and have certain rewards to each point value, like maybe 10 points = a day of membership or to a lesser extent, free ACs to a limit? Or, again like Kiyo(If it's alright I can call you that) said, have acheivements and have certain shops, that maybe have AC counterparts due to space and have those items have 0 rarity score/5? Due to them being only avaliable to only those certain players. But so far I'm liking this scale, only wanna see what item ACTUALLY has X score/number assigned to it. Like maybe the Prismatic Draconian items could be counted as silly and SMUR and comes to a total of around maybe 100.05 or something because I don't think anyone wants to go over the 100 tip....
AQ DF MQ  Post #: 9
3/2/2010 21:21:54   
Stephen Nix
Member

What about people being access to a rare exclusive shop after a certain rarity score is given to you.......and or I like the sound of Rare badges, it would make people want to buy such items as Quibble has!

I would think that Quibbles items should be higher than chaos items due to the fact that they are in a shop that will go rare where the chaos lords DON'T LEAVE AT ALL!

People would want to buy more items that are worth more points so they can acquire badges, or other things...now aside from the badges the rarity score would be a tough thing to accomplish, however the beta items would be a good example for 65ish go with that Artix!

Quibble does indeed state that his items are "To Never Return Again"....this one is tough maybe not a SMUR but something in between, it could be a legendary item as it does come from an NPC

At Indestructable: I think that is a little risky and overwhelming for me...Ballyhoo should be the only holder for free AC's!

Idea: an example of an SMUR could be an example like Royal Penguin Shrink Ray that's in DF, Its incredibly hard to get......but there would have to be more.....the monster or carrier would have to go rare

So it should be something incredibly hard to acquire and go rare after a while

< Message edited by Stephen Nix -- 3/2/2010 21:29:51 >
AQ DF MQ  Post #: 10
3/2/2010 21:31:28   
BlueKatz
Member

I think we should add more:
quote:

00 Common

So 10 Drop from enemy
15 is hard drop from enemy (not uber hard)

And other, I think Member item and AC item show have extra, instead of having their own rarity, they should plus with base rarity
Member: 5
AC: 10
Exam: Member hard to drop item: 5+15=20 Rarity

Well, just an addon for Member and AC user

< Message edited by BlueKatz -- 3/2/2010 21:39:03 >
DF  Post #: 11
3/2/2010 21:36:15   
 Koi

In your game, fixing your bugs (AQWBugs)


My only quibble with that, Stephen (pun SO totally intended) is the effort involved with getting those items. Escherion's staff has a 1% drop rate. With Quibble, you click a few buttons. Now, I understand that if you pay RL money for it, they should be worth more, yadda yadda, but...To me, a weapon that you farm hours for should be worth more on a scale of rarity than one that you can get in a few clicks of a mouse, y'know?

And yes, I like the idea of a shop after you've gotten a certain rarity number (or score, depending on which system is used) which is why I suggested it too. ^_^

But, I don't think 'points' of rarity should get you in-game benefits like that. It's not really the intention Artix has for the rarity system which is to a.) Create rare 'categories' so people aren't confused about rarity, and b.) to give a scale for rare items.

That's the main problem with my category suggestion...It doesn't really give a universal scale for rare hunters to determine the value of an item. But then again, I always thought the value of a rare was a more personal thing. xD
AQ MQ  Post #: 12
3/2/2010 21:38:14   
Basilisk1991
Member

Quick question, what would Beta and Alpha qualify as?
AQ DF MQ  Post #: 13
3/2/2010 21:42:04   
 User

Plushified Pirate!
(AQW GD)


Ah. A lot of very constructive comments here.
Essentially, every post thus far covered what I wanted to say and my thoughts on the matter.

Though..I'm a bit panicked on this tiny bit here..
quote:

This is a very important topic and your input is critical. We have just a few days to make the decision on this, so please post and let us know your thoughts. Once we finalize this.... we really need your help to assign rarity values to EVERY item in the game.... *gulps*


There are quite a bit of rares out there...a whole lot of them.

But I have a question, what about so called 'seasonal rares' that don't make a return? Like the Rouge armor. Its implied to be seasonal, yet it never returned. Other seasonal items may turn out to be like this one. In which case, if seasonal rares came up and people weren't certain if they were returning or not, what would that be categorized as?

< Message edited by User -- 3/2/2010 21:45:22 >
AQ DF MQ  Post #: 14
3/2/2010 21:46:44   
Stephen Nix
Member

Sorry I wasn't try to take your idea, for the matter it sounds great!

True its just a few buttons, I think I was looking at it for AQW's perspective on gaining more money through people's paid ACs but then again, if you think about it people can just wait and then make 2 clicks so that is a problem!

For some very basic items such as Member or non member items BlueKatz your on to something!

I would think 00 should be Non member Common (most likely a shop item)and 05 would be member common (mostly likely again a shop item but for members) 10 drop from any enemy and 15 drop from member only monsters

I think I got one for Legendary Item...... the mistake that Captain Rhubarb made (Sorry to bring that up) for the alpha pirate armor!

At Basilisk1991 I think I can answer this, it would have to range upon was it hard to get, did only certain people get it or was it easy to acquire back then

See such items as Reignbringer was a beta shop item so it was easy to get but yet Starsword should be higher in the scale as it was worth 1000000 gold and back then that was a tough thing to do! Yet I think Alpha Pirate Armor should be in between them because it was only available during that time period and it wasnt easy to get especially with all the crashes on ONE DAY!

No kidding. I killed 20,000 sneevils to get enough gold for the weapon design itself. And then killed another hundred or so to get enough gold to enhance it. Crazy.. ~User

< Message edited by User -- 3/2/2010 21:55:40 >
AQ DF MQ  Post #: 15
3/2/2010 21:47:59   
GUYUGKUYG
Member

whatabout 1 for anything a lvl 1 or 2 can buy easily, 2 for whatever a lvl 3 can buy that a lvl 1 or 2 cant 3 for lvl 4s, 5 for lvl 5s then 6 for what a lvl 10 can easlily get, for lvl 15, and 8 for lvl 20, then 9 for an easy drop a lvl 5 or less can get, and 10 for any slightly expensive thing that is not rare, a low lvl can get, but also requires alot of farming.

like kiyodi said, seasonals should get more rarity for every year, but i think it should age by 1s not 10s. and the max is 69 or 74 and after that something happends and it becomes a ultimate seasonal or something and stays at a set amount of rarity...

just what i think...

@stephen when i saw that post of that mem and nonmem thing i relised it was a good idea... maybe 10 should be a slightly expensive thing that is not rare, a low lvl can get but they also must have membership...

what would cole be counted as? and Golden starsword? and Platinum dragon? and armored platinum dragon?

< Message edited by GUYUGKUYG -- 3/2/2010 21:51:57 >
Post #: 16
3/2/2010 21:48:54   
 User

Plushified Pirate!
(AQW GD)


Hm, the rarity chart indicates the availability of items right?

I find it to be that, rares that are announced are often ranked high for rarity.
Yet, it is these rares that are most common.

Is the rarity going based on the availability of the item or how common/uncommon it is?

I assume the availability, though I just want clarification. :)
AQ DF MQ  Post #: 17
3/2/2010 21:55:12   
GUYUGKUYG
Member

what would things like shadow dragon pet and other things like that be counted as?
Post #: 18
3/2/2010 21:56:00   
 The Legendary Hero
Beast Out!


quote:

Quick question, what would Beta and Alpha qualify as?


Good question. Since Beta Beserker came back that means it gets a lower score on the chart since it's now always available to anyone who was in Beta. "Rare" in that sense means "never returning." Since it has returned it can't be in the same rarity tiering as AP or any other Beta items that are rare right now. Yes, it can get a fairly high ranking since it is only available to a certain group and is "hard to obtain" for anyone else. At most it would be an 80, 90 and 100 don't fit it in the tiering setup as is.
AQ DF MQ  Post #: 19
3/2/2010 22:00:05   
Stephen Nix
Member

GUYUGKUYG: those items were out for about a month or longer in the case of golden starsword, but you had to farm for it so here's what you look at it like....

Golden Star sword - Had to defeat monster, hard to get, available for short period of time - Rarity about 80 as it came naturally from a special event

Platinum Dragon should be lower in the values - First member pet if I recall correctly but worth 1 gold and Non members whom were just starting knew they were going to upgrade so they stored it on there character for keep sakes!, available for a long time than BROUGHT BACK!, month and longer! - Rarity around 65ish to 70

armored platinum dragon same as above expect for the part of it coming back again and I would give it the same value even though it was our first member pet

Now a good one was the Black wolf correct me if Im wrong but wasnt this the first NON MEMBER PET? Now this was a chain quest completion yet not hard to get but out for a short period of time so I would give it around a 85ish for significance of non member!
AQ DF MQ  Post #: 20
3/2/2010 22:04:44   
 Lady Azjurai

Kore wa senso
AQW
(GD/QA/Su)


The idea of stores for specific scores is an interesting one. But instead of having multiple stores depending on the rare-type, why not have a single store based on overall value?

That way you can treat it in a similar fashion to a rep shop, but the only way to get the 'best' items is to keep playing, not just farming for a weekend. Doing this prevents any one category from having the 'coolest' shop, so rare hunters from all the categories can still feel proud of their collections.

Also, instead of putting 'seasonal hunter', 'legendary hunter' etc on the char page, you could save space and put them in the Book of Lore. A char page achievement could then be used to indicate you hit a specific (fairly high) level of rarity. This way you wouldn't need to wade through a page of achievements to see what nifty items your friend has ;)
Post #: 21
3/2/2010 22:05:16   
Spy
Member

quote:


Original Artix:
Complete Rarity List
00 Common
01 Enhancement Only: +1 Quality
02 Enhancement Only: +2 Quality
03 Enhancement Only: +3 Quality
.... enhancements go up to 9 (Although only 3 are intended to ever be used)10 Unknown
20 Silly/Wierd/Bizzare
30 Rare (Hard to get)
40 Seasonal Rare (Only available during certain holidays)
50 Event Rare (Only available during event of that type)
60 Collectors (Special items from outside game, like Deady)
75 Epic (Super hard to get... or insanely powerful)
80 Ultra Rare (Super hard to get in a special event or holiday)
90 Legendary Item (NPC item, or Retired and no longer available in game)
100 Super Mega Ultra Rare (Never available again)


Now assuming that you mean a 9 enhancement silly rare would= 29 I see no problem with that as it gives people an incentive to level up. Although I don't really know what constitutes as a "Silly" rare- unless you mean the paper Blade of Awe.

Rare (Hard to get): What does "hard to get" even mean? Nearly every monster has items that drop at 1%- I would propose raising the drop rates on many monsters except for the ones that you deem worthy to have a low drop.

Seasonal Rare: I have no problem with the points allotted to this

*However the current seasonal rare system seems very flawed to me, the tagging of items was not a great idea in my opinion. This is because all the tags do is just take up good database space, in 10 years AQW will have 10 of the same Cane of Greeds, the same moglin suits. I mean is that really necessary especially with the new rare score system? Tf AE continues down this path then there will be a large clamoring from the playerbase to reward more points to the 08's rather than a '10 item. My suggestion would be to take out the tags, because it takes away from newer versions of the item that are essentially the same in every aspect except the age.

Event Rares: I assume this means Talk Like a Pirate day which is only available for one day a year, this is fine in my opinion where it is.

Collectors: No qualms over this.

Epic Rares: I propose that you raise most monsters drop rates except for those that are deemed worthy to drop something special. The Sneeviltron house item is a very hard to get item and worth it in my opinion.

Legendary Item: NPC items are fuzzy, I would rather put that in Epic Rares since almost all of them are AC's, now I have nothing against AC's but they are sold in a shop and that takes away from the difficulty to get an item, perhaps if the staff want to keep these as legendary rares then I would suggest having very hard quests where only 3 people max can join that instance and should do like timed events (like deactivating traps and pulling a lever so that your friends could go through the door and open it from the inside to let you in) and then fight a challenge guardian monster and if the monster is defeated you are able to unlock that shop to buy Seppy's blade for the same price but now it is harder to get and thus constitutes a Legendary item.

Legendary Items & Super Mega Ultra Rares: Now I do not know what the staff have in mind for these titles but these titles should not be misused and watered down because that will bring down the value of many worthy rares. Special events like Bello and Merco's wedding I presume no one will have a problem with items there being in either category, however and this must be made very clear, the standard of a legendary item and a super mega ultra item has to be raised significantly- comparing a Star Sword or other Beta rares to one of those limited time items sold in shops would be very illogical + it would devalue the entire rare system as the players who worked hard to achieve some of these items know the true value of those items. Legendary items/ Super Mega Ultra rares in the future should be based on effort. I do not mind if members recieve maybe one Legendary item every year or a super mega ultra rare every 2 or 3 years as an incentive to upgrade but if this goes out of hand it will only serve to sting those that water down the rare titles.

This can be a very promising aspect of AQW but it needs to be done right, the players will welcome fairness and shun anything less.
AQ  Post #: 22
3/2/2010 22:05:13   
Beowolve
Member

quote:

Proposed new Rarity Scale:
20 Silly/Wierd/Bizzare
30 Rare (Hard to get)
40 Seasonal Rare (Only available during certain holidays)
50 Event Rare (Only available during event of that type)
60 Collectors (Special items from outside game, like Deady)
75 Epic (Super hard to get... or insanely powerful)
80 Ultra Rare (Super hard to get in a special event or holiday)
90 Legendary Item (NPC item, or Retired and no longer available in game)
100 Super Mega Ultra Rare (Never available again)

Tell me what you think of this scale? Any changes you'd make? Which of our current weapons/items would you put in each category? (examples only, please :D )


For starters, this is a good layout. I don't believe though that you have thought it out more carefully. Artix mentioned that this is linear and many items fall into multiple categories. It would be nice if in the future more categories could be assigned to a weapon. If a weapon falls into two categories or more it can show the numbers added in the description and then show the total rarity score. EG: I have a Machete and it has a rarity of both 40 and 75. The total rarity score would be 115. Little more complex, but I think it could be refined. Also, you missed rarity score of 10....utter junk. Just saying. I also don't see the difference between 90 (Legendary Item) and 100 (Super Mega Ultra Rare). By that I mean, what is the difference between "Retired and no longer available in game" and "Never available again". Little redundant if you ask me since essentially it is the same thing. Next, for rarity 60 (Collector), does that include having to purchase and upgrade card for a special item (EG: Cole). If so that should be added to the description of the rarity. Plus, instead of having rarity 75 (Epic) as such an odd number, maybe make that 70 and then change 75 to Super Rare. Super Rare would be a combination of Epic making the item Super hard to get AND Insanely Powerful. This is all I can think of right now, not to mention my internet is down and I am on a very bad connection. I will be back later when I have more time and a better internet. Thanks for your time, please consider some of my ideas.

~Beo
AQ DF MQ  Post #: 23
3/2/2010 22:12:56   
BlueKatz
Member

How about Gold, AC formula for rarity point?
Some item will cost mass gold, like 100000+ should add at least 10 point (the plus with base rarity)
AC will add even more

So do Drop item, with 1% drop rate it get like 15 Rarity, with 80% drop rate it's different
Daily item (remember Valencia?) have 80% to drop, but in 7 day of week so will have 80/7= 11,4% drop

I still like the idea of Rarity Plus, make thing more useful, and the prize in shop will be balanced. It's not necessary to have max rarity is 100, plus drop and prize it can go up 140 at least
DF  Post #: 24
3/2/2010 22:15:17   
GUYUGKUYG
Member

for seasonals whatabout ac seasonals start at 45 while normal seasonals start at 40 normal seasonals can go up to 44 (goes up one each year) while ac ones can go up to 49(up one each year) 99 should be never ever returning rares that costed ACs and required 1 questchain , 100 for ones that costed acs and required atleast 2 questchain, 98 for ac rare that required 1 quest, 97 for rare requiring acs, 96 for rare requiring less than 100-50 acs, 95 for rares requiring multiple questchainsand mem , 94 for rares requiring one questchain and mem, 93 for rare requiring one questchain, 92 for rare requiring mem, 91 for any nonmem rare

@stephen nix ... ... black wolf was our first nonmem pet(correct) golden starsword was NOT a drop(wow rly) platinum armored dragon was nonmem(rly... it was not mem) and platinum dragon on the nonmems got deleted...

< Message edited by GUYUGKUYG -- 3/2/2010 22:21:12 >
Post #: 25
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