Post
by Fink » Thu 02.08.2007, 22:14
I'm kind of torn on this idea as well. On one hand, I agree that we have to be careful of removing content from the dugneon - after all, loot is the reward for diving. Each item we remove from the dungeon is one less reward, and thus reason, for diving.
However, I admit that the idea of specialist black-market shops is intriguing. For example, I, as a mage, use Staves of the Magi frequently (I always carry one with me, and collect them as best I can). It would be neat if these would show up in the specialist black market shop for, say, a million-to-two-million AU a pop. Imagine if potions of life showed up in the theoretical specialist BM as going for maybe 10 million a potion.
It's tough tho. You don't want to make them too readily available. But if you don't, you can introduce waiting-grind, as you endlessly sit at the shop, waiting for some to spawn.
To be honest, when topics such as these come up, my gameplay spidey-sense starts tingling, and makes me wonder if there are underlying causes of the issues here, and that we are focusing too much on effect, and maybe not enough on cause.
However, in the end, if we in the future tune things carefully to assume that high end players have these expensive items present, then it can create its own excuse for selling them. For example, if you said "hm, CCW's are just too easy to get." One response might be "ok, have them no longer stocked in town reliably." But, you could instead say "ok, let's just tune up monsters damage and fear/blindness/etc casting a bit, to where we are effectively assuming the player uses them, and will have to keep buying them."
Of course, as you see, that's exactly the situation we have now. In that light, I guess we need to keep in mind the other half of the equation when we think about cranking up the rate at which some items appear in the game, and adjust accordingly.