orton, post: 2876, member: 2006 wrote:
Hey Xaruul,
We really appreciate you taking the time to share this suggestion there's a lot of solid thought here, and I can see the appeal behind the idea. Bringing more value to open world exploration and injecting new layers of progression is always worth exploring.
That said, here are a few thoughts and questions we'd want to consider moving forward:
Balance & Accessibility – Making sure boosted or rare abilities don’t accidentally become “must-haves” that force every competitive build to rely on RNG or a spawn camp loop.
Spawn Mechanics – How random should these be? Should there be systems to help players track or earn them over time, to avoid frustration?
PvP Implications – We'd need to think about how these changes interact with current class balance, especially if rare abilities have effects no other skills do.
Persistence & Economy – Are these abilities bind-on-pickup, or tradable? If tradable, that opens up a potential new market; if not, we’d want to ensure drop rates feel fair for all playstyles.
Would love to hear others’ thoughts too, especially around what kinds of boosted or new abilities they’d like to see.
Orton
Evolve Community Manager
so as for balance, the basic upgrade(First tier) would just simply be a dps bump or small utility % bump depending on ability. Boosted ones (second tier) would be adding an extra to existing abilities I.E armor break adding the % armor reduction then the boost would be it also gaining a Dodge/Parry reduction % that would stack as well to the armor break ability debuff.
As for Spawns.. it would be random and only be found by one player i figure make it a scheduled spawn. where if the first wasnt found then that container would be taken off the spawn table for next spawn. so in theory if no body looks for a year (or how ever many containers there is) then eventually they would all fill up. but each rarity would have different spawn chances or spawn timers. so 10 for first spawn and 1 will spawn a week after. second tier would be 5 spawn first week then 1 every 2 weeks will spawn. then 3rd tier the rarest would have 2 first week and 1 spawns a month. i feel this would make the players that find them have a time period of superiority so to speak but over time everyone will eventually have access to 1 or more abilities and i feel it would be fair to limit characters to a set amount of each tier they can use and obviously the amount that spawn and how often could also be changed based on player engagement to the system(supply and demand).
as for the balancing act.. i feel the idea would be that these boosts should be mostly small and the brand new abilities from tier 3 would obviously be tested before being added so i dont think it would be super drastic so long as the percent changes ect on the abilties are only big enough to be noticed or make some abilities worth using that wouldnt normally be used in their current state.
as for the economy, i feel the 1st tier should be fully tradeable, 2nd tier No Trade Shared, 3rd Tier No Trade but can be turned into a vendor in aurillia lets say that would give you a token that then can later be used after 3 tokens to get a specific new ability that is being sought after by the player. i feel the system being like this would mean there could be a market for it and still encourage people to find the better versions themselves as some players may not have the mula to wallet warrior the better abilities.