:aether Dimension Gate - For a price in electrum you can pass to any other Dimension Gate.I'd rather see some more balance between elemental buildings.
: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.
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.
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.
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.
: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.: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).
Name | Function | Details |
Tavern | Provide area for role-playing. Access easy-medium quests | Taverns will be in every city. |
†Bank | Deposit 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 Shop | Buy in-game cards and WoE items except rares. | Merchant Shops will be in every city. See Merchant's Shop Table for specific items. |
Castle | Access hard and elemental-specific quests | Only found in the capital city (and Outlaw City?). |
Name | Function | Details |
Name | Function | Details |
†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).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.
†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?
I actually have an idea about that. (taken from Pokemon Mystery Dungeon :P)†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).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.
†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?
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.
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.
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.
*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:
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.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.
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.
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.*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?
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.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.
I like having gradations for the items 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.
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?