A proposal for reworking the most tedious feature of AO: Modifiers

A proposal for reworking the most tedious feature of AO: Modifiers
effort 4.477272727272728 44 quality 4.553191489361702 47 reasonability 4.464285714285714 56

Vitality solos, it lets you be a tank without a neck beard!

deeper than Tartarus bro we’re dragging you into the Old Chaos
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bumping this cuz I cant let the modifierpilled gamblingmaxxers win

seriously though who the hell would enjoy keeping the system as is except stocksounds. I’m pretty sure these guys are just baitingb (please I cant believe someone could be that stupid)

save the modifier society

peroxide reference???

I would enjoy keeping the system as is, for the reasons mentioned in my previous post.

I seriously doubt that reason is a good one if you prefer the slop that’s in-game rn…

I think they like the new system, but still want a neat rare thing.

so in response I suggested a more exclusive set of “trade off modifiers” like atlantean, that don’t have essences. (also atlantean essence is gone so now atlantean boss items are rarer than sunkens!!!)

I think having the additional tradeoff modifiers has potential, but I think that it’d end up with the same people being disgruntled by not having a Very Blasted Arcsphere. It would be mitigated if the itemized modifiers were the ones with tradeoffs, because more often than not people chase after stat maximization without worrying too much about downsides when it comes to optimizing. But then, what happens to current Atlantean? Why deal with higher insanity when you can just take a few dozen health off the top?

The reason I voted as I did was because there was clearly effort and quality, and it wasn’t an unreasonable suggestion. However, I do think it would end up being a net negative for the game due to the reduction of trading opportunities as only the essence would be in any significant demand, and from that a reduction in items that are worth being even somewhat pleased over when treasure hunting. I also think the problems will be mitigated by the increased amount of treasure hunting that will likely be done in the next update thanks to the new items.

I also do not think this would put an end to treasure hunting feeling like a gamble. Instead, the gamble would just be changed to having only one singular jackpot instead of multiple smaller jackpots of varying value.

listen, i respect your opinions, i really do.
but i have to say this far too often.
THE MICROECONOMY. IS NOT. MORE IMPORTANT. THAN GAMEPLAY.

the idea that somehow most peoples gameplay experience revolves around trading is untrue, and is the result of the forums being an echo chamber of experienced players. i didnt even kow the rarity of modifiers until 100 hours in. I need people to understand, the needs of the many outweigh the wants of the few.

2 Likes

And what are the needs of the many? To have the absolute pinnacle gear, or to have good rewards for doing the gameplay? I understand and agree that gameplay is more important than economy, but the economy can affect how players approach the gameplay - more specifically what parts of the gameplay they approach.

Not everyone trades often, or perhaps at all, but the option of trading allows for players to get items from one sources of gameplay (treasure hunting) in exchange for items from other sources of gameplay. If the rewards from the gameplay are diminished, then there will be less people doing said gameplay by choice. With this suggestion in place, people would grind out their 4-5 essences and walk away with nothing more, no surplus items that weren’t what they were looking for, and therefore instead of being able to trade for said surplus, the next player has to grind out their 4-5 - or not want to deal with it and walk away 12% less effective at best, or completely from the game at worst.

The core problem with this suggestion is that there would no longer be anything between “exactly what I want” and “nothing”, or if there is, it would be diminished compared to the essences.

The needs of the many is to not be outclassed in pvp. Forced combat is a real issue this game has, and gankers shouldnt be at even more of an advantage because they nolife treasure charts.

there are lost sets and lesser lost sets that will fix this issue. If you get them, then congrats, if you dont need them for your build you have a huge boost in trading

I do not think modified gear would make enough of a difference to turn or escape a gank in and of itself, I feel it is more of a skill thing, either giving someone the slip or turning the fight around from being on the initial back foot. Boss equipment is only slightly worse stat-wise than modified generic level cap gear.

This might help the issue, depending on how popular the lost items are. It might not be enough, and it would still be a chance at 2 different jackpots with very little if anything between the win big or win nothing.

considering how savvy the commity is with valuing things on usefulness vs rarity, they will absolutely be valuble

…Save Arcane Society. Typ0!

THE ESSENTIA… THE ESSENTIA IS REAL

anyways my thoughts

people already have a bunch of modified armor so either its gotta be kept or changed.

Abyssal would have to come from deep waters not charts.

otherwise i kinda like it, i could swap atlantean for frozen or blasted so i don’t have insanity (or grind for essence)

I sure do love bumping controversial suggestions

why is this even controversial

sure it might sound bad in theory to some, but if it was implemented I guarantee it would make the game better. why wouldn’t it?

it would make the game SO MUCH WORSE because people just LOVE ao’s grinding /s

this /s is carrying a lot of weight here