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Offline Jp

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Enhancing, new skill + equipment sink
« on: October 09, 2018, 01:59:22 pm »
Before reading any further: This is a concept, this is by no means something that SHOULD be added. This is what an item sink skill would look like and what benefits it could potentially offer.
Instead of commenting this or that is not needed you can tell your ideas on how to improve it. This is only a concept for those who have talked about item sinking for the past year or two.

This skill would be called Enhancing because it enhances already existing features i.e combat and skilling by adding more utility essentially.
Quick explanation: You'd be able to make an item called "perk". Perks would have 3 different tiers (1, 2, 3). Next tier is always an upgraded version of the previous tier. Perks offer different bonuses.

To train Enhancing you would gain experience by making the perks and using them in combat or while skilling. You would only gain a little bit of experience for disassembling an item to dust.
You would unlock tier 1 perks at level 1. Tier 2 perks are unlocked at level 50 and tier 3 perks at level 80.
Tier 3 contains very high level items and this would mean they could be made much more common and they would still hold their value. Making them a bit more common would also be essential for more people to gain the benefits of tier 3 perks.

These are the items you would destroy to gain the dust used to make perks.
Tier 1 items: Barrows items, dragonfire shields (Full list: https://pastebin.com/raw/0yR7tJhP)
Tier 2 items: Godwars items, spirit shields Full list: https://pastebin.com/raw/x3s98ea5) (Questionmark after name means it's a maybe.)
Tier 3 items: demon weapons, nex armour (Full list: https://pastebin.com/raw/YjRaVB3n)

I didn't want to come up with names so we'll simple call things Tier 1 dust or Perk A for example. Names do not really matter in concept either as long as it's understandable.
  • Making perks require 5 dust of same tier. Tier dusts and the end product (perks) are untradeable.
  • This skill would only benefit yourself and as well destryoing items on the side and removing them from the game.
  • Each perk would have its tier 1, tier 2 and tier 3 variant. Each tier the perk gets stronger. You cannot upgrade tier 1 -> 2 for example though. You will have to make new ones if you wish to move on to next tier and disassembling the previous perk.
  • You can disassemble perks and you have 50% chance of gaining 1 dust of same tier back. For example: If you destroy tier 2 perk you'd have 50% chance to get 1 dust (tier 2) back.
  • Perks will not degrade.
Perk would be something you wear on a new slot. We'll simply call this slot a perk slot.
Second option would be to remove aura slot and rename it to perk slot because old auras could be made via enhancing skill. They'd just be called perks now.
Second option would be the way to go in my opinion. All auras could and should be removed and introduced back as perks.

Tier 1 items can be disassembled to "Tier 1 dust". You will get 1 dust from each item you disassemble.
For example: You destroy 2 ahrim's hoods, dfs and 2 dharok's axes to gain 5 dust to make Perk D (Tier 1).

Tier 2 items can be disassembled to "Tier 2 dust". You will get 3 dust from each item you disassemble.

Tier 3 items can be disassembled to "Tier 3 dust." You will get 5 dust from each item you disassemble.
This means you need to disassemble only one tier 3 item to make a tier 3 perk.

Here are examples of what the perks could do. Keep in mind I have no idea what we could call these so I just simply put their names Perk A, B, C etc...

Few examples of tier 1 perks: (Made by using 5 Tier 1 dust.)
Perk A (Tier 1) Heals you for 3% of the damage dealt. (Basically the vampyrism aura.)
Perk B (Tier 1) 3% chance to gain 25% extra xp upon making an item. (smithing, crafting, fletching)
Perk C (Tier 1) Deal 3% more damage against demons.
Perk D (Tier 1) Deal 3% more damage against undead.
Perk E (Tier 1) Deal 3% more damaga against dragons.
Perk F (Tier 1) 3% chance to gain extra materials and as well xp from the extra materials when fishing, mining or woodcutting.
Perk G (Tier 1) Consumes bone drop for 100% xp you would gain when burying.
Perk H (Tier 1) 5% chance per essence to create an additional rune and as well gaining xp from that.
Perk I (Tier 1) 5% chance to make an extra potion and as well as gaining xp from that.
Perk J (Tier 1) 3% chance to consume materials to gain double experience. (fishing, mining, woodcutting)
Perk K (tier 1) 3% chance to gain double loot and and as well experience when pickpocketing or stealing from a stall.

Few examples of tier 2 perks: (Made by using 5 Tier 2 dust, these example perks would be tier 2 versions of tier 1 examples.)
Perk A (Tier 2) Heala you for 5% of the damage dealt.
Perk B (Tier 2) 6% chance to gain 25% extra xp upon making an item. (smithing, crafting, fletching)
Perk C (Tier 2) Deal 5% more damage against demons.
Perk D (Tier 2) Deal 5% more damage against undead.
Perk E (Tier 2) Deal 5% more damaga against dragons.
Perk F (Tier 2) 6% chance to gain extra materials and as well xp from the extra materials when fishing, mining or woodcutting.
Perk G (Tier 2) Consumes bone drop for 150% xp you would gain when burying.
Perk H (Tier 2) 10% chance per essence to create an additional rune and as well gaining xp from that.
Perk I (Tier 2) 10% chance to make an extra potion and as well as gaining xp from that.
Perk J (Tier 2) 6% chance to consume materials to gain double experience. (fishing, mining, woodcutting)
Perk K (tier 2) 6% chance to gain double loot and and as well experience when pickpocketing or stealing from a stall.

Tier 3 examples: (Made by using 5 Tier 3 dust, again, these are same perks as above but they're tier 3 versions of them.)
Perk A (Tier 3) Heals you for 8& of the damage dealt.
Perk B (Tier 3) 10% chance to gain 25% extra xp upon making an item. (smithing, crafting, fletching)
Perk C (Tier 3) Deal 7% more damage against demons.
Perk D (Tier 3) Deal 7% more damage against undead.
Perk E (Tier 3) Deal 7% more damaga against dragons.
Perk F (Tier 3) 10% chance to gain extra materials and as well xp from the extra materials when fishing, mining or woodcutting.
Perk G (Tier 3) Consumes bone drop for 250% xp you would gain when burying.
Perk H (Tier 3) 20% chance per essence to create an additional rune and as well gaining xp from that.
Perk I (Tier 3) 15% chance to make an extra potion and as well as gaining xp from that.
Perk J (Tier 3) 10% chance to consume materials to gain double experience. (fishing, mining, woodcutting)
Perk K (tier 3) 10% chance to gain double loot and and as well experience when pickpocketing or stealing from a stall.

This is only a few examples. Again, keep in mind the perks are upgraded versions from the previous tiers! Better the tier = better the perk.

Empty perks would be bought from a general store or some new dedicated store for the skill.
To make the perk you want you use the dust -> empty perk and you can then choose the perk you want to make.
For example: Empty perk -> 5 Tier 2 dust -> Choose Perk A (Tier 2)


If you managed to read this far I apologize if it's just a messy wall of text (what it basically is) but I felt like writing it because I see so many people complaining about items getting cheaper and cheaper and the game requiring an item sink immediately without giving any kind of context, how to sink them etc... So.. Here you go. Hope it's something that actually makes sense.

Offline Skill0wzer

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Re: Enhancing, new skill + equipment sink
« Reply #1 on: October 09, 2018, 07:40:43 pm »
Quite a mouthful to read  ::), I like the idea of something similar to Invention would be brought into the game. But making this skill from scratch would take a serious amount of time.
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Offline Jp

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Re: Enhancing, new skill + equipment sink
« Reply #2 on: October 11, 2018, 11:39:55 am »
Visual presentations for easier understanding.


Making a tier 1 perk:

You destroy five Tier 1 Items (See pastebin for tier 1 items).


You get Tier 1 Dust in exchange. One dust per item since they're all tier 1.


You use five Tier 1 Dusts to make a Tier 1 Perk. I use aura as an example image. Lets call this item Perk E (Tier 1).



Making a tier 2 perk:

You destroy two Tier 2 Items (See pastebin for tier 2 items).


You get Tier 2 Dust in exchange. Three dust per item since they're tier 2 items. Means you will get six Tier 2 Dust because you destroyed two tier 2 items.
This also means you will have 1 leftover and you can use it in the future.


You use five Tier 2 Dusts to make a Tier 2 Perk. I use aura as an example image. Lets choose to make Perk E (Tier 2).



Making a tier 3 perk:

You destroy one Tier 3 Item (See pastebin for tier 3 items).


You get Tier 3 Dust in exchange. Five dust per tier 3 item.


You can then make a Tier 3 Perk from Tier 3 Dust. I'm going to make Perk A (Tier 3).


Hope this made it a bit more clear. Pictures are easier to understand than just plain text.
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Offline Skill0wzer

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Re: Enhancing, new skill + equipment sink
« Reply #3 on: October 11, 2018, 12:13:50 pm »
Just 1 perk per item? So basically i could have full skilling set with different perks or all for thieving for example? I mean if i put same perks on body, boots etc i do not gain additional percentage on that perk? I like the idea tho, would be nice to smash those 30 dragon claws.
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Offline Jp

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Re: Enhancing, new skill + equipment sink
« Reply #4 on: October 11, 2018, 12:18:19 pm »
Just 1 perk per item? So basically i could have full skilling set with different perks or all for thieving for example? I mean if i put same perks on body, boots etc i do not gain additional percentage on that perk? I like the idea tho, would be nice to smash those 30 dragon claws.
No, you do not put these perks to armour. You would just wear it like any other item in its own dedicated slot.
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Offline Thomy

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Re: Enhancing, new skill + equipment sink
« Reply #5 on: October 11, 2018, 05:15:58 pm »
I think we can just call it Invention at this point. Did some brainstorming in Discord and put it onto Trello: https://trello.com/c/Mwh5QEsY/88-invention

Great idea for an effective and useful item sink. :)
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Offline Martin

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Re: Enhancing, new skill + equipment sink
« Reply #6 on: October 13, 2018, 06:47:13 am »
This may seem like a cool innovative idea.. but it's going to be an overcomplicated mess, this is the road back to grind world, we aren't that desperate for item sinks, if you want to sink items then just add a new item that can be attached to an item which upgrades it to higher level and becomes untradable after its done and it will get superior stats, gets like 20k charges and can be repaired by adding more of the original items to get more charges to it. Example: bandos tassy + an upgrade item= superior bandos tassy which makes it untradable, tier 80 bonuses, 20k charges and can be repaired by using bandos tassets on the item.


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