DEV Zoom wrote:Celebro wrote:Certainly a marked improvement on the assignment system. Regarding the token shop; it's a shop, I want to know what I am spending my tokens on, so I would rather have a need to spend an obsurd amount of tokens to get what I want, rather than being a random thing.
How about both then? Lottery items for cheapish, and direct purchases for absurd amounts.
That's the best solution. Option for skipping the frustrating RNG by buying the item directly while also leaving the door open for more profit via selling the box loot on the market.
@Zoom: About relation penalties, will it be possible to earn high relations with all of the factions or just one/two?
Jita wrote:...
edit: Thats a good point Anni, perhaps add a nic and token cost for things and not just tokens?
To be honest, with the current state of the economy, everything that could have NIC cost should have NIC cost.
Jita wrote:I suggested that this is changed to:
Syntec
Tech 1
Tech 2
Tech 2 proto
Tech 3
Tech 3 proto
Tech 4
Tech 4 proto
Niani
Niani Commander
Ruby Mercenary
Ruby Mercenary Commander
I'd remove all the superfluous tech levels that serve only as stepping stones. Could just be T1, T2, X, T3, Y with the appropriate prototypes techs. T1 for equipment with ABC minerals, T2 adds Epriton and T3 adds Colixum. The X and Y would be the token shop/rare drop equipment.
In fact, I would even make upgrading T2 and T3 easier by requiring only lower tech item and Epriton/Colixum without additional need of ABC minerals. That would likely benefit Alpha production since Beta/Gamma players could just import the lower tech gear instead of minerals. Nice dream.