amonseti
Grandmaster
Ok Challenge accepted !!! @eppy
Idea Alert @Shane , @Adam
Instead of BOD's how about this ..
Ill use fletching, as my practicum..
Essentially bonus rewards for “Bulk Sales” made to an npc .
Fletching NPC would have a new dialog option “Bulk Sales”
When the “Bulk Sales” option is selected the player will get a targeting cursor, which they will use to target any container including the main backpack that contains a min of 10 items craft-able by a fletcher . All fletching items in the targeted container will become “Bulk Sold” and removed from the container. The player will always receive gold equal to what they would have made if each item was sold to the npc normally. If the container did not have a min of 10 items the transaction fails and nothing happens.
In Addition and the reason for doing Bulk sales is: a Chance the NPC will reward the player with a special item based on a set of conditions described later..
The chance of a reward being handed out is progressive, meaning that the more items bulk sold the better the chance a reward will be given , the progression chance is accumulative and remembered until a reward is given . which will then reset the reward chance progression back to base 0. All items sold count as +1 each to the progression meter no matter what they are, each item counts the same towards the progression chance meter .
IE, Simply put . the progression meter (PM) starts at 0 , PM = 0.
The progressive chance is currently 0%
Player "Bulk sells" and targets a pouch with 15 kindle and 2 bows ...[ PM+= (15+2) ]. PM is now = to 17
So for simplicity we will make this out of 100% so The progression chance is 17%.
Roll is made and fails to earn a reward . The PM remains 17
Player "Bulk sells" again and targets a different pouch containing 5 Xbows, 3 bows , 20 arrows ... [ PM+= (5+3+20) ]. PM is now = to 45.
So the player now has a 45% chance of receiving a Reward item.
This continues until the player Is rewarded a bonus item . Which will then reset the PM to 0.
The type of item rewarded .
there would be 5 tiers of rewards from tier 1 Common to tier 5 Legendary rare.
A single bingo ball type draw will determine the tier of the reward.
Each item that is bulk sold will contribute / add balls with a tier level attached to the ball into the draw drum .
The Drum will fill with these balls until a reward has been won. at which time the drum will empty.
In addition each time a bulk Sale is made 15 Standard
T1 Balls are automatically added to the Draw drum .. to intice players to sell larger lots of items at once .
The follow chart is an exsample of what bingo balls are added to the draw drum based on the item .
IE
Player bulk sells 10 bows made of ash all exceptional quality each of these will add x5
x2
and x1
bingo balls to the draw drum.
and x15
base balls added to draw drum for Bulk sale tith.
Totaling
65
balls added to draw drum
+
20
balls added to draw drum
+
10
balls added to draw drum
for a total of 95 balls added to the draw drum.. When a reward has been won .. just 1 ball out of these 95 will be randomly drawn , and that ball will determine the tier of reward given.
Now unlike BODS the player can Bulk Sell as many times as they wish , as it will consume resources like mad.
So this takes away the need to roll an army of Fletches as just 1 will do . this system bases its reward potential on the pure bulk of items sold and consumption of resources . No BOD's to collect
<< MORE TO COME AS I EVOLVE THIS IDEA. I WILL UPDATE THIS POST AS IT GROWS >>
Idea Alert @Shane , @Adam
Instead of BOD's how about this ..
Ill use fletching, as my practicum..
Essentially bonus rewards for “Bulk Sales” made to an npc .
Fletching NPC would have a new dialog option “Bulk Sales”
When the “Bulk Sales” option is selected the player will get a targeting cursor, which they will use to target any container including the main backpack that contains a min of 10 items craft-able by a fletcher . All fletching items in the targeted container will become “Bulk Sold” and removed from the container. The player will always receive gold equal to what they would have made if each item was sold to the npc normally. If the container did not have a min of 10 items the transaction fails and nothing happens.
In Addition and the reason for doing Bulk sales is: a Chance the NPC will reward the player with a special item based on a set of conditions described later..
The chance of a reward being handed out is progressive, meaning that the more items bulk sold the better the chance a reward will be given , the progression chance is accumulative and remembered until a reward is given . which will then reset the reward chance progression back to base 0. All items sold count as +1 each to the progression meter no matter what they are, each item counts the same towards the progression chance meter .
IE, Simply put . the progression meter (PM) starts at 0 , PM = 0.
The progressive chance is currently 0%
Player "Bulk sells" and targets a pouch with 15 kindle and 2 bows ...[ PM+= (15+2) ]. PM is now = to 17
So for simplicity we will make this out of 100% so The progression chance is 17%.
Roll is made and fails to earn a reward . The PM remains 17
Player "Bulk sells" again and targets a different pouch containing 5 Xbows, 3 bows , 20 arrows ... [ PM+= (5+3+20) ]. PM is now = to 45.
So the player now has a 45% chance of receiving a Reward item.
This continues until the player Is rewarded a bonus item . Which will then reset the PM to 0.
The type of item rewarded .
there would be 5 tiers of rewards from tier 1 Common to tier 5 Legendary rare.
A single bingo ball type draw will determine the tier of the reward.
Each item that is bulk sold will contribute / add balls with a tier level attached to the ball into the draw drum .
The Drum will fill with these balls until a reward has been won. at which time the drum will empty.
In addition each time a bulk Sale is made 15 Standard
The follow chart is an exsample of what bingo balls are added to the draw drum based on the item .
IE
Player bulk sells 10 bows made of ash all exceptional quality each of these will add x5
and x15
Totaling
65
+
20
+
10
for a total of 95 balls added to the draw drum.. When a reward has been won .. just 1 ball out of these 95 will be randomly drawn , and that ball will determine the tier of reward given.
Now unlike BODS the player can Bulk Sell as many times as they wish , as it will consume resources like mad.
So this takes away the need to roll an army of Fletches as just 1 will do . this system bases its reward potential on the pure bulk of items sold and consumption of resources . No BOD's to collect
<< MORE TO COME AS I EVOLVE THIS IDEA. I WILL UPDATE THIS POST AS IT GROWS >>
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