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Forum > Suggestions > New Advanced Equipment and Balancing it for Vet Player
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kretchfoop
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Socketed items, imo.
 
SCACE
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it would need to be a lot more expensive then if we went to "merging" or "crafting" items. Because that +2 attached to a +4 or +5 really makes it a +6 or +7, which is pretty damn valuable
 
GwennA
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Originally posted by SCACE
it would need to be a lot more expensive then if we went to "merging" or "crafting" items. Because that +2 attached to a +4 or +5 really makes it a +6 or +7, which is pretty damn valuable


I'd be fine with some additional expense, overall. As it is, the upgrading takes 25 days of training for the new items, or 26 days, since you need to train on normal to get the item in the first place. And that's assuming you get something useful your first try.

For the same 10 bonus tokens you could get +2 SP, and have 2 left over.

Maybe if there was an option to trade in your existing equipment for a number of 'free' upgrades to a new item so you could get stuff of equivalent value instead of selling it back for your money back?
 
Static
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Originally posted by SCACE
it would need to be a lot more expensive then if we went to "merging" or "crafting" items. Because that +2 attached to a +4 or +5 really makes it a +6 or +7, which is pretty damn valuable


I think it depends on what your trying to achieve overall.. if its merging two new adv items then taking a fraction of the new item into the old would be more sensible.. ie.. orginal has +4 agility.. merging item has +3.. resulting item has +4.5 agility.
Or even have the % it adds vary slightly. Maybe even add a chance to fail and reduce the stats or lose a skill tree or something.

If the idea is to make it like upgrades, then just add +1 basic stat when merging.
 
otto_g_2k8
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Two suggestions:

Choose the COLOR of your gear so it matches the rest of your set (Yes I have OCD)

Additional slots as mentioned before that don't replace the ones you have already. Perhaps if you already have a visor, you could ALSO wear a doo-rag! (or eye black)
 
Turkey22
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Originally posted by Enkidu98
Yeah, as a Test I just purchased som 'Advanced' Eyeblack. was only 600 bucks so I figured it was a good test. It had on it +1 Strength.

So, Purchased it.

Then I went to check out the equipment. It is essentially the same as a level 1 basic purchase. Cost 100$ more and it is NOT upgradeable unless I use the special equipment upgrades. That means for it to ever be worth something, as previously mentioned, I will have to spend a metric asstonne of points that will take more seasons then I have remaining just to make it worth the same as the basic equipment I have been upgrading.

This makes _zero_ sense.

When we purchase advanced equipment it should basically be considered a standard piece of equipment, meaning that it starts as 'basic' equipment that costs a bit more and has a bonus.

So, this eye black should have cost say 1500$ and had +1 strength and was equivalent to 'Level 1 Equipment'. Once it is in my possession I can then upgrade it by purchasing the standard Level 1 atrtribute bonus. This makes it actually superior to the standard Level 1 equipment, justifying its cost. Then, if my player is high enough I can upgrade to the Lvl 8, Level 16, Level 24 and Level 32 equipment by spending the cost I would normally spend to upgrade this. This adds _basic_ stats only, just like normal equipment.

Then when I earn enough bonus tokens I can _enhance_ that equipment, either adding a couple attribute points (that makes it worthwhile, if one bonus upgrade to the equipment provides say +2 attribute points) or a special ability, such as a bonus to a SA, or some of these various percentage bonus to footboall skills/actions etc.

As it is now. The Special 'Enhanced' Equipment is not as good as standard equipment and a high level player purchasing it ends up with worse stuff than they had before.

Recap:

All special equipment is considered 'Level 1 Equipment' with an additional random bonus. When purchased, player can spend an additional 500$ on it and add +1 to an attibuted.

If the player is of appropriate level, they can add +1 to an attribute for Level 8, Level 16 Level 24, Level 32 ETC bringing the equipment in line with 'standard' equipment' with just a small enhancement.

As the player earns bonus tokens they can _further_ upgrade the equipment with additional bonuses to their attributes (+2 to attributes in any combination for one bonus purchase) or to their SA's/Football Skills etc. (Bonus to be determined.. say one SA level or 2-3% to a skill like Deflections, Chance to cause fumble, etc)



Exactly you should not see something in the "Advanced EQ" that is the same as regular EQ.
 
Static
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Originally posted by otto_g_2k8
Two suggestions:

Choose the COLOR of your gear so it matches the rest of your set (Yes I have OCD)

Additional slots as mentioned before that don't replace the ones you have already. Perhaps if you already have a visor, you could ALSO wear a doo-rag! (or eye black)


Agreed.. i would like to see at least an option to choose color of item.. before purchasing it.. or a cost to change color after
 
Anarcho
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A suggestion I made in another thread:

I think the advanced equipment should be viewable without spending tokens.

The store should start out with only 1 item. At rollover, another item is randomly generated in its place.

Where do tokens come into play? Well, you can trade in a shopping token to open up another item slot in the store. One token means that you get 2 items to show up. At rollover, two new items are randomly generated in their place. You can keep using tokens to open up more item slots (maybe make a cap of somewhere between 5 and 10). Also, you can use a token to refresh all of the item slots available instead of waiting for rollover.

Well what if I like an item but don't have the money, if a new item is generated at rollover, I'll be screwed! Well, there could be a "hold" button or checkbox that you can select on the item(s) you like. It will prevent that item slot from randomly generating at rollover.

For example, I have 5 item slots available. I like 1 of the items, but I want to see if I can maybe get something better without losing the item I like. I simply check the "hold" button on the item I like and just the 4 other items not "held" will be randomly generated.

I think a system like this will encourage people to log in more often (you have to check the items once a day or put something on hold, otherwise it's gone) and it'll give way more incentive to using tokens.

As is, people are concerned about wasting the token to have 3 items generated that do them no good. In my proposed system, they wouldn't have to waste tokens at all. They'd still get the 1 item per day without using tokens ever. If they want an advanced item, they can spend some tokens to up their chances of getting something good without the hesitation of wasting tokens on a 1 time generation of items that could be for another position.

This way, even if crap items generate, you wouldn't have wasted any tokens on them, just the item slots that are open.
 
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Just for confirmation if you buy a piece of adv. equip. with an SA that is not normally for your player. Will that SA be active or not?
 
El_Windex
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Originally posted by bedgood42
Just for confirmation if you buy a piece of adv. equip. with an SA that is not normally for your player. Will that SA be active or not?


Yes
 
blitzy
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So if I take off my +3 Strength cleats for some +1 Jumping cleats, I lose the +3 strength? Hmm sounds like a bad deal to waste more of our fake money. I don't think I will be using the Advanced if thats the case.


Oh and +1 to the Anarcho, and OP
Last edited Sep 19, 2008 13:02:52
 
Mr. Moses
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Rather than having the advanced equipment fill the same slots as the old ones so that we choose between the items, I'd rather see new slots and make the equipment stackable. Rather than shirts & shoes... Helmets, Shoulder Pads, etc..
 
BubbaBeans
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Originally posted by Enkidu98
All special equipment is considered 'Level 1 Equipment' with an additional random bonus. When purchased, player can spend an additional 500$ on it and add +1 to an attibuted.

If the player is of appropriate level, they can add +1 to an attribute for Level 8, Level 16 Level 24, Level 32 ETC bringing the equipment in line with 'standard' equipment' with just a small enhancement.

As the player earns bonus tokens they can _further_ upgrade the equipment with additional bonuses to their attributes (+2 to attributes in any combination for one bonus purchase) or to their SA's/Football Skills etc. (Bonus to be determined.. say one SA level or 2-3% to a skill like Deflections, Chance to cause fumble, etc).


+1

This is the way it should work. It's basic equipment, plus a little extra, thus justifying the extra cost.

You could also be given the opportunity to purchase an extra "Custom Equipment" slot for your item. Not sure of the cost, but Bonus Tokens could be used.

 
Static
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Originally posted by Mr. Moses
Rather than having the advanced equipment fill the same slots as the old ones so that we choose between the items, I'd rather see new slots and make the equipment stackable. Rather than shirts & shoes... Helmets, Shoulder Pads, etc..


I like the idea of additional slots on items.. could tie it into upgrading, so body item basic is shirt, first upgrade (lvl 8) shoulder pads, second upgrade (lvl 16) team logo, etc etc

If the slots became visable as they get upgraded on the images for eq it would help allow team owners and other players see how advanced their teams eq is along.. and with enough options could create some unique looking players


 
jwcolour
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How about this idea for higher players or something like it.

Since we are talking about having a sort of equipment advance that combines to the players "normal" equipment. Why not have the player compile more shopping tokens to open up better possible upgrades and require them to have a certain amount/combonation of bonus tokens and money to purchase a type of percentage upgrade, or SA upgrade and simply do not allow these items to be upgraded. So that way a WR doesn't have to give up his +4 Speed (or whatever) and can add on a +2%catching or something. For say 5 shopping tokens, 5 Bonus tokens and $10000(or whatever the amount may be). This way, the player still needs to make the choice to balance his training points normal and intense in some way or form. He gets his upgrade, gets to keep his hard earned normal gear and has to work for the bonus tokens.

Make this add-on non-upgradable but make the player have to turn in say 1,2 or 3 Bonus tokens a year to "maintain" his upgrade.

he keeps his +4SP has to work a bit to get the +2%, and has to make some choices throughout the year in order to keep his equipment working.
 
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