Headgear breaks too quick

16 posts · 2008-02-08 19:29:47 to 2008-02-14 01:25:00

#36300402766 02/08/2008 19:29:47 Headgear breaks too quick
As fast as seraphims too. I use it to pvp and in a day it looses half of it's life. Now understandable it wastes away but it isn't exactly easy to get. My area K is red after a year and a half of use, now why can't this be like that? Or perma stable. This is after all, an almost impossible item to get.

TH
#36300402907 02/09/2008 01:42:56 Headgear breaks too quick
ThHidden01 wrote:
This is after all, an almost impossible item to get.

TH

No its not.  Its pretty simple to get, just time consuming is all.  A little patience is all you need. 

However, this post isnt about that.  I know a few people that simply refuse to wear their Headgear because of this exact reason.  So perhaps this should be addressed.

#36300402914 02/09/2008 02:09:01 Re:Headgear breaks too quick

Anything that comes from a hideout, archive, or collector, it should never break.

The only valid reason for item decay in any mmorpg is so that crafters have a purpose. Once your stuff breaks, you go see a crafter to get replacements. Crafters in this game dont really mean much, so there's little reason for item decay. And there's deffinetly little reason to put item decay on things that are hard to farm for the simple sake of forcing people into a long boring grind for a 2nd time isnt content, nor should it be a substitute for content. So as it relates to this thread, once you've got your head gear, you should always have it and not lose it until you wanna trade it/sell it/recycle it.

#36300402925 02/09/2008 03:24:43 Re:Headgear breaks too quick
Item decay is important as it is the only real 'money sink' MxO has.  That being said, I agree that items as hard to earn as the Patcher's Gear should last a lot longer than normal. 
#36300402940 02/09/2008 04:56:43 Headgear breaks too quick
Criingey wrote:
ThHidden01 wrote:
This is after all, an almost impossible item to get.

TH

No its not.  Its pretty simple to get, just time consuming is all.  A LOT of patience is all you need. 

However, this post isnt about that.  I know a few people that simply refuse to wear their Headgear because of this exact reason.  So perhaps this should be addressed.

Fixed it for you..


TonyJaa
#36300402955 02/09/2008 06:27:43 Re:Headgear breaks too quick
Yeah it is quite a farm
#36300402970 02/09/2008 07:09:16 Re:Headgear breaks too quick

Spha's headgear lost 1 1/2 purity and she'd only been wearing it a few weeks.
The patchers bandana lost half a point of purity and she'd been wearing it a day.

They need to be made to last longer!
~spha

#36300402980 02/09/2008 07:39:59 Re:Headgear breaks too quick
The Hat and Bandana are easy to farm. And can die, I don't really see nothing wrong with that.
But, the Headgear *should* be perma. Because of the mad time it takes to farm. Also my one I have, I don't even use it
and somehow it's lose a point. :/
#36300402994 02/09/2008 08:24:05 Re:Headgear breaks too quick
GypsyJuggler wrote:
Item decay is important as it is the only real 'money sink' MxO has.  That being said, I agree that items as hard to earn as the Patcher's Gear should last a lot longer than normal. 


lmao... no.

A money sink is something where the system takes back some of the money floating around, the only money sink that exists in this game is the org keys at 100mil a pop.

There's a very big difference between a money sink, and giving people a reason/way to make money by farming something for another player over and over again.

#36300402995 02/09/2008 08:29:10 Re:Headgear breaks too quick
Hidoute and collector items decay so that that part of the game continues to be utilised. What is the point in having collectors hanging around and Hideouts if you only use them once? Now yes they should last longer than other player coded items but not too much although with the headgear it should last for a fair while...
#36300403005 02/09/2008 08:48:02 Re:Headgear breaks too quick
I would equate this to bad luck.  I seriously doubt the Headgear has an advanced decay rate.
#36300403023 02/09/2008 09:23:51 Re:Headgear breaks too quick
Im sure it doesnt. The fact that something that takes so long to get is a great concern. I have farmed and helped farm. For those who have done this know what a task it is to do so. Reguardless how u go about it. For something that is a collectors item of that caliber should not decay as quickly. As TH said the area K doesnt decay as fast. Im still on my orginal coat from its release way back when. Last dot of purity but none the less. Its seen many battles and what not. Headgear cant say the same for it.
<./img>
#36300403061 02/09/2008 10:38:56 Re:Headgear breaks too quick

I think its more bad luck then anything, ive had sakura masks that have lasted a whole year and others died within a month. I know its hard to get but its not that great an item for it to be perma purity, i mean most people only wear em cause they look good.

Btw mine is still full purity and i wear mine alot.

#36300403132 02/09/2008 12:59:49 Re:Headgear breaks too quick
Vinia wrote:
Hidoute and collector items decay so that that part of the game continues to be utilised. What is the point in having collectors hanging around and Hideouts if you only use them once? Now yes they should last longer than other player coded items but not too much although with the headgear it should last for a fair while...


the reason for the collectors to still hang around is so that players who dont have said item yet can still obtain it.

There's little reason in making people go back to farm something once they've already obtained it once. Content that has replay value should be content thats fun, and makes a player want to do it again, boring grinds dont qualify, and to any player who enjoyed farming for a patcher headgear and would wanna do that grind again "just for the fun of it", come see my on syntax, you can go do all the grinding to get me one.

#36300403154 02/09/2008 13:49:17 Re:Headgear breaks too quick
AnXieTy wrote:
GypsyJuggler wrote:
Item decay is important as it is the only real 'money sink' MxO has.  That being said, I agree that items as hard to earn as the Patcher's Gear should last a lot longer than normal. 

lmao... no.  A money sink is something where the system takes back some of the money floating around, the only money sink that exists in this game is the org keys at 100mil a pop.
There's a very big difference between a money sink, and giving people a reason/way to make money by farming something for another player over and over again.

Rarebit wrote:
The currency is a little over-inflated--or whatever the technical term is--as evidenced by some of the high prices certain items go for, but it's still manageable, at least. I have a suspicion that the ability buy-back held when CR2.0 came out threw us a bit farther out of whack than we would have been otherwise, since those who figured out the little craft-and-sell profit loophole there managed to amass some ridiculous cashola during that time. At least, I think that's where a lot of it came from...

A game economy needs money sinks--constant drains of cash--in order to balance out the money coming in from missions, loot, etc; otherwise it just accumulates in player bank accounts, items sold by NPCs at fixed prices become essentially free, etc. We have some small sinks, such as

- item decay
- email attachment fees
- crafting fees
- marketplace listing fees
- vendor-bought or crafted consumables

but it certainly wouldn't hurt if we had systems that gave us a few more, particularly at max player level--stuff like rentable storage space, for instance.

I'm not sure if we'll get in a system with a new money sink, but in the mean time, we can think about ways to get more $$$ flowing out through the existing ones, to help lower the inflation of the currency a bit. I think one main way to do that is to put in more items that players will want to trade and/or craft, and which will inspire them to engage in activities where their equipment will undergo decay, or where they'll need to use up some consumables--this is more of a pressing issue on non-hostile servers, I think, since on Vector you are forced to engage in more or less heavy combat fairly frequently. So stuff like more quests where level 50s will go in for some tough battles in order to win items that can be traded/sold, for instance, will help bit by bit, because those money sinks of item decay, marketplace fees and so forth will come into play more.

#36300406054 02/14/2008 01:25 Re:Headgear breaks too quick

So does that mean that you can drop your buffs prior to going through a hardline and it will lessen the chance of losing stability?

I know this would be a monumental pain in the backside.. but just wondering.