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Other Topics => World of Elements => Forum Archive => WoE Archive => Topic started by: Scaredgirl on November 29, 2010, 01:13:07 pm

Title: Building types
Post by: Scaredgirl on November 29, 2010, 01:13:07 pm
Each city (forum sub-category) will have numerous different buildings (topics). Here are some examples:


Tavern
A place to do role-playing. All discussions must be done "in character".

Bank
A place to deposit or withdraw funds. Remember, if you get killed, a portion of the electrum you are carrying, goes to the player who killed you. This is why it's a smart move to use banks.

Merchant's Shop
Here you can buy stuff. Different cities sell different stuff. High reputation enables you to buy high-end (and possibly illegal) items.



Each element will have their own unique building that gives special options, buff, whatever. Examples:

 :aether
 :air
 :darkness Thief's Guild
 :death
 :earth Mine
 :entropy
 :fire Forge
 :gravity
 :life Garden
 :light Sanctuary
 :time Clockmaker
 :water
 :underworld Arena


If you have any ideas for either regular buildings or unique buildings, please post them here. Thanks.
Title: Re: Building types
Post by: RavingRabbid on November 29, 2010, 01:24:01 pm
Ok, as I posted in chat, Barracks could be a "Capital City" building where new players spawn and all those nice things about starting.

Maybe, an :air special building could be WindMill. What gets more bonuses from :air than a old nice windmill?
Title: Re: Building types
Post by: Kamietsu on November 29, 2010, 01:45:02 pm
 :aether: Dimensional Station, Aether Archway

 :air: Floating Sky Island/Sky Castle, Weather Station

 :entropy: Casino! What says randomness and luck more than a Casino?

 :gravity: Centrifuge

 :water: Aquarium


Non-element specific buildings

Warehouse: Store extra cards or something

Carnival: Place people can play games, maybe to win some quanta, or electrum, something along those lines.

Firing Range: Maybe a place for people to test their deck ideas against some generated NPC decks, or something like that.

Academy: A place to learn strategies about decks or the map, etc.

Title: Re: Building types
Post by: Daxx on November 29, 2010, 02:21:16 pm
:aether Dimension Gate - For a price in electrum you can pass to any other Dimension Gate.
:air Flight School -  The only place to obtain the card Wings. Has extra quest givers.
:darkness Thieves' Guild - The only place to obtain the card Steal. Has extra quest givers.
:death Graveyard - Each turn spent in a graveyard allows you to add a Skeleton to your card pool.
:earth Mine - Generates extra resources.
:entropy Casino - You can bet up to 50 electrum here per turn. You have a fifty percent chance to win double your bet.
:fire Forge - You can buy rare weapons here; notably Farenheit, but very occasionally the other weapons.
:gravity Centrifuge - The only place to buy the card Momentum. Has extra quest givers.
:life Menagerie - You can buy random creatures, occasionally rare or otherwise unavailable, here.
:light Sanctuary - People within a Sanctuary cannot be attacked unless the Sanctuary is destroyed.
:time Pyramid - You can "save" your progress here, keeping a record of your electrum and cards. You may return to the Pyramid to go back in time to when you first arrived (and access your saved state).
:water The Lake Of The Gods - You can toss in an electrum here for luck. This may rarely give you some sort of blessing or boon.
:underworld Arena (only one) - Allows people to compete to become the Champion of their element - see other threads.

And another universal building:
The Alchemist's Workshop - Sells the appropriate elemental alchemy card (eg. Luciferin, Adrenaline), occasionally sells ones from other elements.

Additional rule: buildings can be Sabotaged. Sabotaged buildings do not function until rebuilt by people from the team collectively spending a certain amount of electrum or resources. Sabotaging a building gives you a massive reputation drop with the relevant element.
Title: Re: Building types
Post by: Glitch on November 29, 2010, 02:25:59 pm
The capital city should have some sort of castle or other building where players can receive orders from their authorities, like a king or something.  This really just serves as a way for elements to get element specific plot quests.  Basically, when you capture a city, that's where you go to get your reward.
Title: Re: Building types
Post by: Dragoon on November 29, 2010, 04:21:37 pm
I think the Tavern can also be the place to pick up generic quests.  I know we talked about having different levels of difficulty.  The Tavern can be the place for the easy to medium quests.

Bank is also another good idea.  You can of course open your own account to deposit excess electrum, cards, etc.  Also, this is where you can donate to or trade with others in your element.

Maybe we can subdivide the Merchant's Shop to include: an armory or blacksmith for weapons and shields; potion shop or brewery for spells and non-armory permanents; menagerie for creatures. 

Also, what about a shop that can sell non-Elements the game equipment, spells, potions, etc.?  Something like an amulet that gives you an extra action point every turn; or a scroll that lets you return to your capital in one turn; or a potion that gives you the chance to use 3 upped cards in your current fight.  These are just some ideas for other things that can be bought and won besides the cards in the game.  This shop could be only in each element's capital as well as the Outlaw City.

The capital cities should have another place that gives quests besides the Tavern.  These would be the hard and epic quests and/or elemental-specific quests.  Also, the Outlaw City could have another place that gives some of these kinds of quests as well.

Also, what about an Auction House in Outlaw City?  Special items or rare cards could go up for bidding.  You'd probably need to put a minimum bid so that these rare and special items don't go for cheap.

I'll post some more ideas later, particularly element-specific buildings.
Title: Re: Building types
Post by: Krahhl on November 29, 2010, 10:43:06 pm
I think there should be castles or some sort of stronghold in capital cities that give quests specific to that element. Maybe there can be quest chains that allow you to build up reputation with an element and reach higher tiers, opening possibilities for more important/risky jobs with greater rewards.
Title: Re: Building types
Post by: Scaredgirl on November 30, 2010, 12:02:23 pm
Thanks for the ideas so far. I'll update the first post soon.

One more important thing. When coming up with ideas on what the building does, keep in mind that there has to be a reason for players to visit that topic. For example, Merchant's Shops have different items on sale, which is why the player has to go to that topic to what is available. Wrong way of doing it would be if all Shops sold the same stuff for the same price. That way players don't even have to go read the topic because they know it by heart.

I don't know if that clarified it or not, but hopefully it did. :)
Title: Re: Building types
Post by: Malduk on December 01, 2010, 02:18:16 pm
:aether Dimension Gate - For a price in electrum you can pass to any other Dimension Gate.
:air Flight School -  The only place to obtain the card Wings. Has extra quest givers.
:darkness Thieves' Guild - The only place to obtain the card Steal. Has extra quest givers.
:death Graveyard - Each turn spent in a graveyard allows you to add a Skeleton to your card pool.
:earth Mine - Generates extra resources.
:entropy Casino - You can bet up to 50 electrum here per turn. You have a fifty percent chance to win double your bet.
:fire Forge - You can buy rare weapons here; notably Farenheit, but very occasionally the other weapons.
:gravity Centrifuge - The only place to buy the card Momentum. Has extra quest givers.
:life Menagerie - You can buy random creatures, occasionally rare or otherwise unavailable, here.
:light Sanctuary - People within a Sanctuary cannot be attacked unless the Sanctuary is destroyed.
:time Pyramid - You can "save" your progress here, keeping a record of your electrum and cards. You may return to the Pyramid to go back in time to when you first arrived (and access your saved state).
:water The Lake Of The Gods - You can toss in an electrum here for luck. This may rarely give you some sort of blessing or boon.
:underworld Arena (only one) - Allows people to compete to become the Champion of their element - see other threads.
I'd rather see some more balance between elemental buildings.
For example, Skeletons are useless, and are only good for selling and getting 5 electrum out of it. Casino leaves you at 0 net gain on average. Both places are rather worthless compared to Pyramid that saves progress, which is IMO most powerful building here.
On the other hand, those buildings could be used to artificially create more balance between elements (if we want to do that), by giving a bit stronger effects to buildings from weaker elements.

On the side note, I like all the names except for :death one, as there's a card Graveyard. I'd propose Undertaker or Crypt.
Title: Re: Building types
Post by: SnoWeb on December 02, 2010, 07:30:41 am
I came up with a nice name for one of the taverns: Zanz Y Bar  :))
Title: Re: Building types
Post by: Daxx on December 02, 2010, 01:32:28 pm
Crypt sounds good.

As for balance, that's something we can work on. Arguably skeletons are less terrible in War because all cards are worth the same (in theory, obviously depending on the merchant). In fact, that might make them too powerful. Also I envisage a line of quests where you sacrifice your own creature cards to get a bonus.

I don't know how powerful the Pyramid will be, it's hard to tell until it hits play. I would have guessed that most players would use it rarely since it wastes actions and arguably they are continually progressing and gaining electrum every turn.

But yes, alternative suggestions are good.
Title: Re: Building types
Post by: Scaredgirl on December 02, 2010, 01:47:07 pm
Also, what about an Auction House in Outlaw City?  Special items or rare cards could go up for bidding.  You'd probably need to put a minimum bid so that these rare and special items don't go for cheap.
Thanks for reminding me. Auction was supposed to be a big part of WoE and I totally forgot about it.
Title: Re: Building types
Post by: Malduk on December 02, 2010, 02:05:48 pm
I don't know how powerful the Pyramid will be, it's hard to tell until it hits play. I would have guessed that most players would use it rarely since it wastes actions and arguably they are continually progressing and gaining electrum every turn.
Saving progress in lots of RPs is an "easy" mode as you get to try on hard/risky quests with high rewards without repercussions. It gets tricky when certain player becomes very strong. When others finally manage to beat him up couple of times, he just "reloads" and starts pwning them again.
Title: Re: Building types
Post by: Krahhl on December 02, 2010, 10:14:24 pm
I think the pyramid can work, but with some sort of negative side effect such as losing a lot of turns. This way, you aren't losing everything, but you'll be behind the game compared to those who didn't die and were using those turns productively. And it's already sort of a gamble to even spend turns traveling to the pyramid; worth the investment if it saves you later, wasted if you don't die.
Title: Re: Building types
Post by: Dragoon on December 02, 2010, 11:04:05 pm
Here's some crazy ideas.  Not sure about the difficulty to implement some of these.  Also, I'm trying to create multiple ways of accessing the same cards/items (ie you can pay a lot at the Auction House or the right shop to get a card/item or you can do a bunch of smaller things, go to one of these special buildings and get that same card).

 :aether Astral Plane: Sacrifice X immortal creatures (or instead maybe X Dragons from Y elements) for a Quintessence Scroll (cannot attack or be attacked for X turns).
 :air Laputa: Pay 2 Wings and a weapon to receive a Flying Weapon card or 2 Wings and a creature to receive a Dragon from the same element of that creature.
 :darkness Vodouisant Shrine: Sacrifice X cards to destroy X/2 of the same cards from enemy player.  Or if that's too OP, sacrifice X cards to ban the same card from being used in targeted player's next fight.  Targeted player cannot have this done to him on consecutive turns.
 :death Crypta Letum: Sacrifice X creatures to receive a rare card (not sure if it should be random or chosen).
 :earth Milthril Cavern/Mine: Pay X amount to upgrade any permanent.
 :entropy Al-Khemi: Alchemy shop to mix and match spells to create other spells (ie bring 4 different CC cards to create a Pandemonium spell)
 :fire Vulcan Forge or Vulcanis: Morph weapons into other weapons (ie bring 2 Dirks, 1 short sword, and 2 Long Swords to create an Arsenic).
 :gravity Meka: Pay X amount to upgrade any spell.
 :life Sacred Grove: Transmogrify creatures into other creatures (ie bring 3 cockatrices to create an Emerald Dragon; bring 1 creature from 4 elements to create a Chimera).
 :light Sanctum Luxim: You cannot be attacked in this place.  Sacrifice a dragon to nullify any quest to kill you (or instead maybe to force peace between you and another player for X turns).
 :time Machinus Tempus: Pay X electrum to save your progress.  You could make this increase in cost each time or set a cap on the number of times you can do it.
 :water Nautilus: Transform X cards to X/2 corresponding cards of another element.
 :rainbow Arcus Iris: Pay X electrum to upgrade any creature.
Title: Re: Building types
Post by: Daxx on December 03, 2010, 09:40:56 am
Saving progress in lots of RPs is an "easy" mode as you get to try on hard/risky quests with high rewards without repercussions. It gets tricky when certain player becomes very strong. When others finally manage to beat him up couple of times, he just "reloads" and starts pwning them again.
Very good point. In that case, reloading would need greater repercussions than just the waste of time.

Also, I love Dragoon's ideas (especially the names). I'll offer more ideas and criticism later.
Title: Re: Building types
Post by: SnoWeb on December 03, 2010, 10:45:31 am
:fire Vulcan Forge or Vulcanis: Morph weapons into other weapons (ie bring 2 Dirks, 1 short sword, and 2 Long Swords to create an Arsenic).
That is awesome. however, IMO you should need a semi-rare to do it. In your example: a plague (see here: http://elementscommunity.org/forum/index.php/topic,16817.0.html).
Title: Re: Building types
Post by: Dragoon on December 03, 2010, 12:02:37 pm
:fire Vulcan Forge or Vulcanis: Morph weapons into other weapons (ie bring 2 Dirks, 1 short sword, and 2 Long Swords to create an Arsenic).
That is awesome. however, IMO you should need a semi-rare to do it. In your example: a plague (see here: http://elementscommunity.org/forum/index.php/topic,16817.0.html).
Yep, we can do that.  Or we can even create multiple "recipes" that can create the different weapons.  If you use "common ingredients," then it would require a lot of different cards.  If you use "semi-rare ingredients" it would be fewer cards.  Also, I was thinking of making it so that the "ingredients" are not just weapons but other things too.  For instance, to make that Arsenic, you would need 1 Plague, 2 Poison, 1 Chrysaora, 1 Parasite, and 2 Short Swords; or 1 Aflatoxin and 2 Short Swords.
Title: Re: Building types
Post by: Malduk on December 03, 2010, 12:04:23 pm
I also LOVE Dragoon ideas. Forging multiple items into a better item is something I always enjoyed in RPGs :)
Title: Re: Building types
Post by: Dragoon on December 04, 2010, 12:56:05 pm
I will continue to update this as we get feedback.  None of this is written in stone.

Basic Buildings
NameFunctionDetails
TavernProvide area for role-playing.  Access easy-medium questsTaverns will be in every city.
†BankDeposit and withdraw electrum, cards, and items.Everyone will keep track of their personal bank accounts as part of their CS.  Banks will be in every city.  We may also have an Elemental Vault for teammates to share their goods (probably in the capital city).
††Merchant's ShopBuy in-game cards and WoE items except rares.Merchant Shops will be in every city.  See Merchant's Shop Table for specific items.
CastleAccess hard and elemental-specific questsOnly found in the capital city (and Outlaw City?).
†In regards to Banks, I'm assuming that people will only be able to carry a limited number of items?  Or that there is some risk to losing some of the things you are carrying?  We haven't talked about any of this yet that I'm aware of.  If there is no incentive (positive or negative) to put some of your possessions away in a Bank, then nobody will use them.  Also, will you be able to access your things from any bank in any city or does it have to be in your own elemental cities?
††Are we still thinking (http://elementscommunity.org/forum/index.php/topic,9256.msg118700#msg118700) the King of each element will get all the profits from these shops?

Specialty Buildings
NameFunctionDetails

Merchant's Shop
NameFunctionDetails
Title: Re: Building types
Post by: Daxx on December 05, 2010, 11:26:10 am
†BankDeposit and withdraw electrum, cards, and items.Everyone will keep track of their personal bank accounts as part of their CS.  Banks will be in every city.  We may also have an Elemental Vault for teammates to share their goods (probably in the capital city).

†In regards to Banks, I'm assuming that people will only be able to carry a limited number of items?  Or that there is some risk to losing some of the things you are carrying?  We haven't talked about any of this yet that I'm aware of.  If there is no incentive (positive or negative) to put some of your possessions away in a Bank, then nobody will use them.  Also, will you be able to access your things from any bank in any city or does it have to be in your own elemental cities?
If banks are in every city and you can withdraw from any of them, they need to be restricted from storing quest items. Otherwise transport quests become a lot simpler.

To be honest I don't think they should store items anyway. It doesn't really make sense that you can deposit an item with one bank and withdraw it at another. But as long as the items aren't quest related this is not a huge problem.

As far as risk to losing items, there almost certainly will be the possibility that losing a battle will cause you to lose some items to the victor as well as some of your electrum. We need to hammer out the exact mechanics of this, but the mechanic is essential to certain quest types.
Title: Re: Building types
Post by: Kamietsu on December 05, 2010, 11:33:41 am
I'm alright, to a point, with items being available from every bank(if banks end up holding items). Items being readily available at every bank is rather unrealistic, to a fault, for almost any game. Instead, I think there should be a waiting penalty. You can get an item from any bank, but you have to wait one or two turns for it to arrive to that bank. And not make certain items be moved like that (like quest items) maybe for the reason they are too valuable to be transferred (the delivery guy might get robbed :P)
Title: Re: Building types
Post by: TimerClock14 on December 05, 2010, 03:54:20 pm
†BankDeposit and withdraw electrum, cards, and items.Everyone will keep track of their personal bank accounts as part of their CS.  Banks will be in every city.  We may also have an Elemental Vault for teammates to share their goods (probably in the capital city).

†In regards to Banks, I'm assuming that people will only be able to carry a limited number of items?  Or that there is some risk to losing some of the things you are carrying?  We haven't talked about any of this yet that I'm aware of.  If there is no incentive (positive or negative) to put some of your possessions away in a Bank, then nobody will use them.  Also, will you be able to access your things from any bank in any city or does it have to be in your own elemental cities?
If banks are in every city and you can withdraw from any of them, they need to be restricted from storing quest items. Otherwise transport quests become a lot simpler.

To be honest I don't think they should store items anyway. It doesn't really make sense that you can deposit an item with one bank and withdraw it at another. But as long as the items aren't quest related this is not a huge problem.

As far as risk to losing items, there almost certainly will be the possibility that losing a battle will cause you to lose some items to the victor as well as some of your electrum. We need to hammer out the exact mechanics of this, but the mechanic is essential to certain quest types.
I actually have an idea about that. (taken from Pokemon Mystery Dungeon :P)
In PMD, you are given something called a 'bag' that allows you to store items in it and those items can be used whenever. (so long as they are still in the bag) This bag has a limited storage space, but gets bigger as you level up. Similarly, there is also a 'storage' feature in the game that allows you to store items for later use, much like the bank building. And (you probably guessed it) the limited storage space levels up as you do.
Just an idea :)
Title: Re: Building types
Post by: Dragoon on December 07, 2010, 02:19:41 am
As far as risk to losing items, there almost certainly will be the possibility that losing a battle will cause you to lose some items to the victor as well as some of your electrum. We need to hammer out the exact mechanics of this, but the mechanic is essential to certain quest types.
Okay, so people lose some electrum and item(s), cards as well I assume?  This salvaging that the winner gets, are those things also removed from the player that lost?  I wonder if this would negatively affect the desire to duel.

As for the Banks, real life banks have safety deposit boxes where you can store personal items for a fee.  So we could do something like that.  But as for a delay before you can access your item in a different city, that seems like a lot to keep track of for organizers.  So it probably should be they can only access their electrum (realistic) or they can access everything except quest items (player convenience and positive incentive to use Banks).
Title: Re: Building types
Post by: Daxx on December 07, 2010, 10:18:33 am
This salvaging that the winner gets, are those things also removed from the player that lost?
I had assumed we'd do it like War, so the discards and the salvages might not perfectly match up. But I think Scaredgirl has the final call on that.

I wonder if this would negatively affect the desire to duel.
I don't imagine it will impact too significantly. The game is essentially built around the various incentives to duel other players. There are likely to be times when you purposely want to avoid fighting, sure, but other people will almost certainly want to fight you.
Title: Re: Building types
Post by: Scaredgirl on December 07, 2010, 10:53:42 am
Replies to few questions..

I think that we should use the Bank system used in most MMO's, where you deposit cash and items in one city, and easily withdraw them in another. It doesn't make any sense whatsoever, but sometimes fun is more important than making sense. If we forced players to either pay or wait for their stuff, I think it would just be an unnecessary evil.

If you want to it make sense, you could think of it as very efficient Dragon Mail system that the Banks use. :)


As for discarding after a loss.. Daxx is correct, we will be using the War system for card discarding. This is because of simplicity. Discarding items.. well, that's a different topic with some problems.

I like things that happen automatically without players needing to communicate. This makes the event run faster and it's less hassle for players.

I was thinking that maybe we could have a system where you have to give one of your items to your opponent if you lose 2-0. Kind of makes sense to me, but the problem is, which item?

If we make it random, someone has to randomize it. If we let the player choose, he will always choose the worst item. If we let the other player choose, he will always pick the best one, plus there's lots of communication going back and forth.

I don't know how we could make this process automatic, but if someone has any ideas, please let me know.

And by "automatic", I mean a system where the losing player will know after the duel..

A) How much money he lost
B) What item he lost (if any)

This way the player can post this salvage in the battle results topic without any extra steps in communication.
Title: Re: Building types
Post by: Daxx on December 07, 2010, 11:06:01 am
I suggest that a loss costs the defeated player 10% of their currently held electrum and, say, three cards. If they are defeated 2-0, then in addition to this they lose one item of the defeated player's choice. These are posted in the duel thread after the duel is completed. All that needs to happen then is that the winner checks the thread to see what he's won - he takes the electrum, one card, and the item if there is one.

This comes with the caveat that you must always lose a quest item before any other item. Of course, if you have more than one quest item on you can choose which one you lose.

Also note that the victor salvages fewer cards than the loser discards. This is to act as a money sink to mitigate the effects of money-sources on the game economy. The exact number of each can obviously be tweaked later.

Yes, this means that victors will always get the worst items in theory, but it at least means that it is then possible to steal quest items from people.
Title: Re: Building types
Post by: Kamietsu on December 07, 2010, 11:17:18 am
*snip*
I'm not sure how good or bad it would be, but maybe the item that a person loses is based on the opponent's HP at the end of the duel? Here's an example:

Two players duel, Player A and Player B. Player A has 5 items and ends up losing the duel 0-2. Player B had 38 HP at the end of the duel(The second duel which gave him the sweep). Since he had 28 HP, the second item Player A has in his inventory list is what must be given to Player B.

The list of HP-Item could be like this:

1-20: First Item.
21-40: Second Item.
41-60: Third Item.
61-80: Fourth Item.
81-100: Fifth Item.

Or, since most would have less or more than only 5 items, it could be done this way:

1-20: One item in the first fifth of their items is chosen by the loser to give to the winner.
21-40: One item in the second fifth of their items is chosen by the loser to give to the winner.
41-60: One item in the third fifth of their items in chosen by the lower to give to the winner.
61-80: One item in the fourth fifth of their items is chosen by the loser to give to the winner.
81-99: One item in the last fifth of their items is chosen by the lower to give to the winner.
100+: Winner gets to choose what item they get from the loser.

That way, if a person only has 3 items, if the winner has 1-20 hp it would be the first item. 21-40 it would be the first or the second item. 41-60 would be the second item. 61-80 would be the second or third item. and 80-99 would be the third item.

It might be a little complicated, but it would require no communication between players, unless the loser forgets the winner's ending HP.
Title: Re: Building types
Post by: Scaredgirl on December 07, 2010, 11:31:37 am
I suggest that a loss costs the defeated player 10% of their currently held electrum and, say, three cards. If they are defeated 2-0, then in addition to this they lose one item of the defeated player's choice. These are posted in the duel thread after the duel is completed. All that needs to happen then is that the winner checks the thread to see what he's won - he takes the electrum, one card, and the item if there is one.

This comes with the caveat that you must always lose a quest item before any other item. Of course, if you have more than one quest item on you can choose which one you lose.

Also note that the victor salvages fewer cards than the loser discards. This is to act as a money sink to mitigate the effects of money-sources on the game economy. The exact number of each can obviously be tweaked later.

Yes, this means that victors will always get the worst items in theory, but it at least means that it is then possible to steal quest items from people.
10% is a number I had in mind as well. I'm a bit worried about players not being able to count it though. Having 50% would probably mean less errors, but I'm sure some people couldn't count that either, plus it might be too big of a penalty for one loss.

For card discarding, I was thinking 12, or 6 if you surrender. I personally think that 3 is way too low.

That item discarding system you suggest might actually work, but I'm not a big fan of losing player getting to pick that item. Insn't there any other way to do that? If loser gets to pick, he or she can always have some crappy items as a "shield" to protect their more valuable ones.


*snip*
I'm not sure how good or bad it would be, but maybe the item that a person loses is based on the opponent's HP at the end of the duel?
Nice creative suggestion, but I think it has a HUGE window for human error. It might also require things like screenshots as proof.. I don't know, sounds pretty complex.


I have an idea of my own. What if all items were given a level, and you would always have to discard the item with the highest level? This would be fully automatic and relatively simple. Only complex thing would be to assign each item that level, but it could also be used for the price of that item, for example level 5 items cost 200 electrum etc.
Title: Re: Building types
Post by: Daxx on December 07, 2010, 11:33:48 am
I have an idea of my own. What if all items were given a level, and you would always have to discard the item with the highest level? This would be fully automatic and relatively simple. Only complex thing would be to assign each item that level, but it could also be used for the price of that item, for example level 5 items cost 200 electrum etc.
That would also work.
Title: Re: Building types
Post by: Kamietsu on December 07, 2010, 11:40:02 am
I have an idea of my own. What if all items were given a level, and you would always have to discard the item with the highest level? This would be fully automatic and relatively simple. Only complex thing would be to assign each item that level, but it could also be used for the price of that item, for example level 5 items cost 200 electrum etc.
That would also work.
That would be pretty good. Sounds like the most simple, yet fair, solution. That way, it's only your most valuable(in currency) item, and not necessarily the most valuable item in effect.
Title: Re: Building types
Post by: Dragoon on December 07, 2010, 12:33:53 pm
I like having gradations for the items as well.

Speaking of items, I was just going to add stuff into my table but then I had a question.  We've talked about one-time use items like "Potion of Freezing" or "Scroll of Quintessence" but what about continuous items like armor, weaponry, jewelry, etc.?  Should those be things that we sell as well?
Title: Re: Building types
Post by: Scaredgirl on December 07, 2010, 03:53:14 pm
I like having gradations for the items as well.

Speaking of items, I was just going to add stuff into my table but then I had a question.  We've talked about one-time use items like "Potion of Freezing" or "Scroll of Quintessence" but what about continuous items like armor, weaponry, jewelry, etc.?  Should those be things that we sell as well?
The problem with having things like weapons and shields, is that Elements already has those, and it might get confusing and illogical. This is why I would prefer items or item types that are not found in element.

One-time use items are hands down the best way to go in terms of gameplay. However we can have some permanent stuff as well.

This new topic talks more about items: http://elementscommunity.org/forum/index.php/topic,17189.0.html
blarg: