Monday, January 7, 2013

Diablo 3 gold coins circulating views and improved ideas.




    Why say the economic cycle? Because I think only when Dropped Most items have more or less the time of pick-up value, the economy of this game in order to maintain a dynamic natural stability, without having to rely on the patch this external forces to influence prices in the game.

    Two basic points of the cycle is the output and consumption. Let's take a look at the Diablo 3 gold cycle:
Output: Dropped.
The consumption: AH fees, equipment repair, production skills and processing costs of production.

     All natural all know, in consumption, in addition to the AH fee is effective equipment maintenance role behind the project production skills outside almost non-existent. The disadvantages of such obvious, easy to obtain and consume hard, does not make everyone get satisfaction, but will also increase the frustration of the players, because consumption is difficult to get easy things generally be classified as junk, easily consumed easy to get things, to qualify for all pro-gaze as means of circulation.

    This paper wanted how production skills utilized.
First of all, jewelry, because it is completely unable to consume almost became a pool of stagnant water, the processing costs accounted for almost 80% of the cost of the gem because of the cumbersome process, resulting in almost no businessmen jewelry as an industry to operate.

    My idea is to apply the WOW the production mode, in the process of processing possible to synthesize a perfect XXX jewelry than ordinary high a level. Such as three 54 Synthesis of 58, to appear perfect and you can reach 62. Three perfect gems can gears up to get a free processing opportunities, will get a 66 jewelry, if you are lucky enough, you can again perfect grade is 70 properties gem. Lobbied for three processing opportunity again. Ordinary, you can not break through the the existing drawings restrictions. This will enhance the the entire server jewelry consumption, let players more momentum, also allow players to spend money to put into the high-end gem of the vast majority of ordinary players in Sidelight gem benefit more. While the the synthetic gemstones person increase, fees will surge. buy diablo gold cheap

    Come to talk about the forging, forging why now more than jewelry also weak? Existing forging drawing, forging something completely waste, especially repeatedly strengthen monster output. So how do we re-let this career rejuvenated it? Very simple decomposition legendary equipment, will have a chance to manufacturing drawings of the legendary items, this drawing can not be traded, to learn to fend for themselves. , Forged items will have a chance to get an additional property in any part of the punch must be completed by the jewelry division, if the jewelry division personally synthesis of 70 and 78 attributes jewelry, will be able to complete an achievement, this achievement The reward is that you can give a punch attribute items drilling. Of course, each time punching, gears up fees are God, require relatively high fees.

   PS: gloves currently no hole, the hole, you can consider giving additional control properties of the glove hole, deceleration, frozen, repulsed, fear, and so on. Shoulder is incidental defensive attributes, and reduce the time to be controlled, hurt the increase in the percentage increase in the percentage of armor or rebound. To this step, whether it successfully it? Whether the formation of a gold items homeostasis it? Answer is no. We need to face the following two problems.

   The first forging strengthen Need equipment will make the bulk increase. Then the introduction of the consumption of goods.

   Personal idea makes the majority of ordinary players income and high-end players have some small loss. Durability ceiling reduced. Absolutely not what you think. Here said Durability reduce and transactions linked to equip each transfer to a different war network ID will be the upper limit of the equipment is reduced by 10%, to a 0. The benefits of doing so are as follows: second-hand, third-hand equipment is durable reduce price, ordinary players do not care to repair the interval can spend the same money to get better properties. Equipment since changed hands several times will completely disappear, maintenance of equipment thirst, forging a long-term career development. Cons: friend interchangeable equipment testing attributes, there will be a cost.

   The second unanimous criticized white items, blue items = dog feces. Can be masked masked that kind of stuff. In fact, if combined, and forging will be very useful. Drawings to need white template and retain additional properties of white goods in forging successful? Then you will not increase the eye to see the white goods of the earth? Decomposition legendary the Normal Difficulty white items can be strengthened as a purgatory level every time strengthen the need of the difficulty of a large number of blue gold materials {such as 200 blue 100 golden}, and each time strengthening also have the opportunity to obtain new or cumulative properties. In this case, you will not across the three levels of difficulty to the hearts of the artifact?

   I want to say, PVE, then he again strong can only play their own room strange. PVP, then if you put a 0 players insisted and they spent a lot of cash may be worthy of the First World War, it is not unfair to others?  dofus powerlevel

   The central idea of ??these ideas is to make more investment in the power of high-end players, they put into the power and wealth of ordinary players would need luck to let the players hard accumulation also have a car and house, in order to have a villa and courage, and you want to buy a the island matched two maids then this is the power of a few people.

   There are gaps and incentive. As long as the gap is not built on privilege on line. What do you think?

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