Rebalance: what I would change (and why)
Posted: Sat Nov 02, 2019 4:37 am
Modify server shop autostock/decay rates to better reflect an actual market.
(as it stands, server shop autostock/decay outpaces player activity in such a way that it may as well have static values. The rate should be greatly reduced so that interaction with it has some impact on other players and vice-versa)
Increase durability on all special weapons such as lightning sword, phoenix sword, obsidian sword, or any other weapon that has unique effects, remove the self-destruct mechanic on the AoE swords, then increase their rarity some.
(obsidian/phoenix swords instakill themselves if their AoE is put to use, lightning sword has 32 durability, so nobody ever enchants these and creates something interesting from them)
Remove emeralds from pirate loot list entirely, replace with anything else.
(villagers are a motivator for economic activity. Trading random junk items into emeralds modifies their value in scenarios where they would otherwise have none, but the pirate loot list is undermining the value of emeralds because of the direct comparison of methods for obtaining them. Put another way, it is much easier to ignore villager trading and just go kill pirates than it is to dig around for the specific items they want only to gain a few emeralds at a time through trading)
Increase trade limit on villagers for all material->emerald trades.
(as above, these types of trade offerings create economic activity, but if you can only use them once or twice before you begin to pay for access to that trade it is much more likely you find another way to obtain the emeralds and extremely unlikely you go to someones shop to obtain the materials to complete a single trade for 1 emerald. These trade types should have extremely high volume relative to the others, but as it stands you may only use the absolute best among them at any given time)
Remove 1200 level cap on skills
(there is no such thing as being #1 in mining? if someone is level 100 mining and dreams of being the best, it is a serious concern to think they may soon find out the truth. Even if the levels beyond 1200 don't do anything, or if they do something tiny and miniscule and take exponentially longer to obtain, anything is better than the age-old "max level")
Increase the food value of juices to 1+
(it seems the process of creating juices from the ground up involves quite a lot of materials, time, devotion. The end result appears to be a novelty in most cases, a sub-par potion and one of the weakest foods. Very few of these juices seem to have much use at all. Increasing the food value of juices would turn them into valuable multi-purpose items opposed to their current state, and amplify the economic activity for all items adjacent to them in the process.)
DISCLAIMER: I do not know how hard it is to modify some of these things, but I made it a point to only list things I think would be simple modifications (relative to some of the more complex things in CL).
RECLAIMER: I'm a game designer in charge of a game that has an extreme reliance on balance/economy, so if my suggestions seem tilted in that direction this is why, but I would like to think my experience would help to make at least a few of these suggestions into ones that would improve the game.
(as it stands, server shop autostock/decay outpaces player activity in such a way that it may as well have static values. The rate should be greatly reduced so that interaction with it has some impact on other players and vice-versa)
Increase durability on all special weapons such as lightning sword, phoenix sword, obsidian sword, or any other weapon that has unique effects, remove the self-destruct mechanic on the AoE swords, then increase their rarity some.
(obsidian/phoenix swords instakill themselves if their AoE is put to use, lightning sword has 32 durability, so nobody ever enchants these and creates something interesting from them)
Remove emeralds from pirate loot list entirely, replace with anything else.
(villagers are a motivator for economic activity. Trading random junk items into emeralds modifies their value in scenarios where they would otherwise have none, but the pirate loot list is undermining the value of emeralds because of the direct comparison of methods for obtaining them. Put another way, it is much easier to ignore villager trading and just go kill pirates than it is to dig around for the specific items they want only to gain a few emeralds at a time through trading)
Increase trade limit on villagers for all material->emerald trades.
(as above, these types of trade offerings create economic activity, but if you can only use them once or twice before you begin to pay for access to that trade it is much more likely you find another way to obtain the emeralds and extremely unlikely you go to someones shop to obtain the materials to complete a single trade for 1 emerald. These trade types should have extremely high volume relative to the others, but as it stands you may only use the absolute best among them at any given time)
Remove 1200 level cap on skills
(there is no such thing as being #1 in mining? if someone is level 100 mining and dreams of being the best, it is a serious concern to think they may soon find out the truth. Even if the levels beyond 1200 don't do anything, or if they do something tiny and miniscule and take exponentially longer to obtain, anything is better than the age-old "max level")
Increase the food value of juices to 1+
(it seems the process of creating juices from the ground up involves quite a lot of materials, time, devotion. The end result appears to be a novelty in most cases, a sub-par potion and one of the weakest foods. Very few of these juices seem to have much use at all. Increasing the food value of juices would turn them into valuable multi-purpose items opposed to their current state, and amplify the economic activity for all items adjacent to them in the process.)
DISCLAIMER: I do not know how hard it is to modify some of these things, but I made it a point to only list things I think would be simple modifications (relative to some of the more complex things in CL).
RECLAIMER: I'm a game designer in charge of a game that has an extreme reliance on balance/economy, so if my suggestions seem tilted in that direction this is why, but I would like to think my experience would help to make at least a few of these suggestions into ones that would improve the game.