Sumary:
As a way to add more in depth customizations, more ingame goals, reduce the inflation and improve the reward, Im suggesting the implementation of stetics and other none buffing kind of upgrades to existing gear.
The primary of it could be the implementation of a cape slot in the chest armor piece, after making it for a 50 silver or 1 gold fee, the players would be able to add fabricated capes to it, which recipes costed an small karma fee and a variable 10s/25s/50s gold fee.
Later they would be able to dye it and with access to a new panel to change the content and add emblems to their capes. The emblems and different kinds of upgrades to the cape will be unlocked by buying them in game, unlocking as a part of collections, prizes for defeating or completing certain content, etc.
The new “slots”:
Players would be able to go to any leathersmith, tailor or armorsmith npc and both ask about armor slots and pay for this upgrades.
The fee for adding one of this slots would be about 30silver/50silver/1gold.
The slots im proposing right now are the following:
- Cape slot: Unique for the chest piece, its mine porpoise for players it’s the add of additional customization of their characters looks, allowing them to add a cape and further customize it, dying it and modificating its design with emblems and other embroidery. Suggested price: 50 silver.
- Reinforcement slots: These slots can be added to all the armor pieces that break.
They don’t have any kind of graphic display, they objective its to reduce the armor damage after death. Suggested price: 30 silver.
- Shoe fins slot: This slot it’s a “small” buff, players that buy it and upgrade it would be able to get fins in their shoes when they are in the water, this will allow them to move faster on water when they are out of combat. Suggested price: 1 gold.
With time more slots can be added as a general form of customization.
The slots themselves aren’t the complete upgrade, instead they need to add the actual upgrade to them, like runes, sigils and infusions slots are right now. And general vendors can sell upgrade removers that allow them to not break and be reciclated or use for other upgrades.
Since the shoe fins and cape slots have graphics upgrades, theres the necessity to been able to not show them if wanted; and at the same time, been able to toogle off and on viewing this slots from other players. This its not only to reduce unnecessary elements for some players but also to improve performance: more details, more work for the computers.
Capes:
Capes have been a feature asked for a part of the players base and this way they will not only be introduced but also drastically improve customizations.
After buying the slot upgrade, players will be able to buy the recipes for the creation of three types of capes: A shattered one, a normal one and an elegant one. Each of them scaling in values and tailor requirements. Like:
500 karma + 10 silver=shattered cape recipe, 150 tailor requirement.
750 karma +25 silver= normal cape recipe, 225 tailor requirement.
1000 karma + 50 silver= elegant cape recipe, 300 tailor requirement.
Maintaining the materials needed no grindy, so that players can feel it not like a barrier, but to a natural progression in customizations and pass to part two of the capes: Emblems and embroidery.
Emblems and embroidery are the actual mayor point in capes, after players have a cape equipped, they can acces the cape interface, a new character ui panel that allow to dye and customize capes.
Normal dyes are applicate to dyes, but also you can choose embodiment (a limited number of them) and an emblem to them. However both of them require the selected embroidery and emblems to be unlocked.
This upgrades will be get as rewards for certain events, metaevents, achievements, collections, dungeons, guild missions, story instance, fractals, raids, pvp reward tracks, leagues prizes, wvw seasons and also be sold for gold, karma, wvw tokens, and different currency.
Its important to maintain them scaled for the difference in “importance and scarcity” of them, for example:
After getting to the black citadel players will be able to buy a Charr emblem for 1g in an existing npc (which will become more interesting after adding the selling options and some extra dialogue to him).
After this, players will unlock the option to unlock legion emblems to another npcs in the world, this ones will be sold for 3g.
Additionally, players will be able to get a 1/5 of a Flame legion shaman emblem part for every CoF path done, choosing the corresponding part. Path 1 will award flame shaman emblems parts, path 2 smoke shaman parts and path 3 lava shaman parts.
For the completition of this three, players will unlock k the ability to buy a Flame legion shaman emblem for 200 CoF tokens.
If the players are able to get all four legions emblems, they will receive a letter from an existing Charr Npc, saying he noticed the player its collecting charrs emblems and its willing to sell an old Khan Urr one to them, for the modest cost of 5g.
Reinforcements:
The idea of the reinforcement its to reduce the punishment of dead in the form of broken equipment, players that tend to die and have difficulty to get to a repair anvil, can invest in recipes for reinforcents: for modest cost of gold an karma and small amounts of materials to finally do the upgrade.
Like: 10 silver for a bronze reinforcement recipe for boots, 20 silver for a iron reinforcement recipe for boots, and such.
This with increased costs for better upgrade recipes and different recipes for every armor part.
Shoe fins:
Its no secret that moving in the water can seem slow and a lot of players doesn’t like the water combat and exploring in gw2, however this can be sustancially changed with the addition of shoe fins, shoe fins can be sold for different npcs with prices like:
50 silver: 3% more movement in water when out of combat.-Tier 1
1 gold: 5% more movement in water when out of combat.- Tier 2
2 gold: 7% more movement in water when out of combat.- Tier 3
4 gold: 10% more movement in water when out of combat.- Tier 4
8 gold: 12% more movement in water when out of combat.- Tier 5
16 gold: 15% more movement in water when out of combat.- Tier 6
An artificer can use 2 upgrades of the preview tier to create one of the next one.
Justification of prices and economic impacts:
As a way to have more gold sinks, reducing inflation and at the same time reducing the inequity of the players populations and how they can be affected by it, the existence of gold values for most of the upgrades are necessary.
The values of the slots and the upgrades act as gold sinks, that reduce the gold in the economy, reducing the overall prices of different objects and controlling the inflation.
At the same time a more inflation controlled environment can allow the upgrade of some rewards, like dungeons rewards whose nerf in all paths actually tend to ignore the difficulty gap between different paths and in general are smaller that what players need to be induced to play them (not worth the effort-time) and making fractal rewards better to justificate them more.
This means that actually creating new players necessities can allow an upgrade in the welfare of the players base with the improvement of rewards to a point of a better satisfaction (and at the same time improving participation and options of what to play for the player base), since theres a controlled inflation effect, meaning that its not just a nominal upgrade in their items and in game money, but a real one.
The increment of goals and the replayability value of some content (via rewards making some content more “interesting”) allow the population to stay longer in game, with at the same time upgrade the welfare of more players that interact with them and improve the chances and amounts of gems sells.
The big gamma of options for emblems and embroidery in the capes also have a second impact, since not all the players will buy them all, the more rich and compromised with the game will tend to do it. Reducing the players inequity in gold riches (not welfare or items, etc.), witch means that overally the items of the trading post will not be more inflated for more consuming and with more capacity of pay rich players, since they will have less gold for this. This will improve the wellbeing of a lot of not rich players at the same time the rich ones get the new emblems (meaning they don’t lose wellbeing).
The other effect it’s the possibility of increase rewards in none inflations manners and extend content via the ability to buy more types of items with the currency it generate.
For example completing 5 times a dungeon can allow to get 5 parts to complete an emblem, meaning the rewards got upgraded with the emblems parts, making the dungeon more reward interesting to the player base.
As a last note its important to maintain the gold sinks scaled and copious, but not very expensive. This way its easier for the players to get them as goals (big long term goals can scare some parts of the population) and at the same time scaled ones: like going from a charr emblem to a Legion emblem to a Khan Urr emblem. This can allow the players to still sink a lot of gold but at the same time feel more realizated in the process and don’t get out of incentives for the big amount needed. And also not have a negative impact for a grindy implementation, witch will reduce the company image and as such, future sales.
Pd: Sorry for my bad English and thanks for reading!.