View Full Version : Suggestion for the next Ultimate weapons / armor after Relic, Mythic, Emp
Teraniku
09-21-2012, 04:39 PM
Make them Player craftable.
The way to make them difficult / time consuming to get is to make some of the required ingredients with a low drop rate. Have part of the requirements for crafting be the actual recipe to craft it. (Kind of like getting the paper for relics)
If you need to add a 2nd stage for the weapon then make the 2nd stage of it a Synergy synth.
Reason being that the crafters in the game should be rewarded for getting the required skills to be able to craft the weapon / armor. Would make crafting seem like it's worth it to do. (My highest skill is only 5 Bonecrafting, so I'm not asking for this for me)
-Storyline wise it just makes sense that players who have crafting skills maxed out, should be able to craft a weapon / armor that rivals a Relic / Mythic / Empyrean.
Afania
09-21-2012, 09:39 PM
Make them Player craftable.
The way to make them difficult / time consuming to get is to make some of the required ingredients with a low drop rate. Have part of the requirements for crafting be the actual recipe to craft it. (Kind of like getting the paper for relics)
If you need to add a 2nd stage for the weapon then make the 2nd stage of it a Synergy synth.
Reason being that the crafters in the game should be rewarded for getting the required skills to be able to craft the weapon / armor. Would make crafting seem like it's worth it to do. (My highest skill is only 5 Bonecrafting, so I'm not asking for this for me)
-Storyline wise it just makes sense that players who have crafting skills maxed out, should be able to craft a weapon / armor that rivals a Relic / Mythic / Empyrean.
Crafters already been making a lot of gils, ppl been paying 40M 50M or even 100M for HQ hex items.
Kristal
09-22-2012, 12:52 AM
They aren't ultimate weapons if you can buy them at Ikea...
Kincard
09-22-2012, 04:13 AM
While it's a cool idea in concept, the problem with it is that it'd screw over players that don't already happen to have their preferred job and the craftskill line up on the same character.
But as was stated, hexed-1 gear sort-of already fills the niche. The only other thing I imagine they could do is make rare/ex crafted armors that require the 110 tradeskill to wear.
Teraniku
09-24-2012, 05:25 AM
While it's a cool idea in concept, the problem with it is that it'd screw over players that don't already happen to have their preferred job and the craftskill line up on the same character.
But as was stated, hexed-1 gear sort-of already fills the niche. The only other thing I imagine they could do is make rare/ex crafted armors that require the 110 tradeskill to wear.
Well the way I thought it could work, is that the player wanting the item forms a party with the crafter. He / she then trades the items. Once the item is successfully crafted it drops into the treasure pool as an unidentified item. The person then goes to the identifier in Aht Urghan or Adoulin and after paying the fee, it becomes the relic. That way it gets around the rare /ex being limited to a single player and if the party is broken before crafting the items return to the player.