Now, this will be lengthy and perhaps confusing at first but read it through and keep the implications in mind. I’m posting this because I strongly believe that this system, or some variation of it, would improve the game for almost all types of players for years to come.
The Basic Concept of Heavy Items
Heavy Items would be a special sub-type of crafting component. They could be used in player housing or high end weapon/armor skins. (or anything really)
Each type of heavy item is bound to a city – this is its origin city. Simple examples would be a special type of wood that originates in The Grove or a unique alloy made in The Black Citadel.
A heavy item can only be crafted in its origin city.
A heavy item has a set of properties that change the way it is stored, moved, and traded:
- When carrying a heavy item you cannot use waypoints, Asura gates, or teleport to the mists/WvW. You can also only enter a Mesmer portal every 90s.
- Heavy items behave regularly inside a city, but if you leave a city you can only carry a single (unstacked) heavy item in your bag.
- If you die while carrying a heavy item the only waypoints you may use to res are in the heavy item’s origin city. (Or any city you are currently in, just in case you die to fall damage while carry it around a city.)
- A heavy item can be placed into your bank, but can only be removed from the bank if you are in the city where you deposited it. Heavy items can only be banked in cities.
- If a heavy item is mailed, the mail can only be opened in the city it was sent in. Heavy items can only be mailed in cities.
- Heavy items can be sold on the trade post but they are tagged by the cities they are currently in. When you buy one you can only collect it from a trade post in the city you purchased it in. Heavy items can only be placed on the trade post in cities.
- Heavy items cannot be placed in the guild bank.
These specifics lock down the flow of these items between people, servers, and even physical locations around Tyria.
Acquiring Heavy Items
For the sake of clarity I will only suggest the core method of acquiring heavy items here, though others are discussed at the very bottom of the post.
The primary (and most reliable) way to get heavy items would be crafting from existing T6 mats – this can only be done within the heavy item’s particular origin city.
It’s important that this remains the best way to acquire heavy items, even if other methods are added, because it directly stimulates the standard global economy.
Contracts
In an additional tab in the Trade Post window players would be able to create contracts that offer rewards to other players willing to transport heavy items between cities.
The poster would provided the heavy items at the cities they are currently in and offer gold, gems, items, or a mixture of these as reward of the transport. That player would also define a certain amount of collateral in gold, the destination city or cities, and a timer within which the delivery/s must be made.
When a player accepts the contract the collateral and the rewards are placed in escrow and the heavy items are mailed to the transporter. Once the transporting player moves the heavy items to the destination/s they receive the rewards and get the collateral back. If they fail to do it in time or choose to take the heavy items for themselves, they forfeit the collateral.
This system, and any ways it gets expanded upon, would allow players to create objectives for each other.
Travel Dangers
When carrying a heavy item out in the world you will be a beacon for certain kinds of attacks and events. These would correspond with they type of item you carry. Heavy precious metals would attract bandits, while masonry stone would draw elementals. A dragon’s tooth might bring dragon minions.
These events would give very low karma/item/gold drops to discourage farming them, perhaps even none. They are primarily to add danger and challenge to transporting the item. Remember that If you die while carrying a heavy item, the only waypoint you may use is its origin city. This means playing well, tailoring builds, and bringing friends are all good options. The event scaling would have to be carefully tuned to make sure people couldn’t barge through – enemies would use CCs to make sure they couldn’t be skipped easily.
While carrying a heavy item roads would give boons, such as swiftness and protection, and scale down the attached event difficulty to avoid driving players into hugging the edge of the map for the shortest route.
If rarer and more expensive heavy items had harder attached events it would promote grouping, guild running, even hiring other players to help out.