Goals
All the content has to be relevent - works with portal and non portal
target farming supported
low dev overhead - easy to build, easy to maintain
remove fomo but still incentivize the new stuff
The problem
Every time they do a big reset on systems the build new stuff but sunset content or gear from the past. The whole reason to play and grind to begin with is to get loot, requiring us to delete it invalidates the time spent earning it, which hurts the whole game loop.
In order to have a gear system that doesnt sunset content, and doesnt require deleting old gear, and still nudges you to use the new hotness, while not just being infinite vault space, or even 1 space per item in the game, we have to do 2 critically important things
1. all weapons must be obtainable - so the player can feel safe deleting it
2. all content must get you both the new tiered hotness, and old goodies
3. BONUS kill trackers are now per weapon not per instance of a weapon
The solution
Skeleton Keys
The bones of the system involve the return of the skeleton key currency. Every activity in the game will reward them. Then there will be the skeleton key chests.
You spend skeleton keys at skeleton chests, this way you have a single vendor to add that can be added to many locations.
The tower will have a single skeleton chest, this will contain all the items that ever been in the game, excluding raid and dungeon weapons. The cost of an item will increase the more specific it is, if its adept, if its newer, if you want it to have multiple perks in a column.
Skeleton keys must be a forever currency, they do not have a cap, they are always earned at the same rate, they never go away, reset, or suffer price inflation.
This way a new player has thousands of guns to get, and they can always get that old gun from way back.
Everything you do earns you more keys, an activity should reward you some keys for the time it takes to complete, some for the difficulty, newer activities should give more.
When you do an activity a skeleton chest will spawn at its conclusion, the chest will offer a subset of items related to that activity at a reduced cost, along with some select god rolls on a rotation.
Skeleton chests can be hidden all over patrol zones and contain unique specific rolls, you can change this weekly so people have time to find them and spread news about a super cheap god roll and spotlight that weapon for a while.
The tower skeleton chest will also contain tiered weapons and armor.
Im thinking everything that is 1 year old is available for skeleton keys, you want the new thing now, you gotta get it the old fashioned way, but if you miss it, or want to wait, or never got it way back when, well skeleton keys, your massive pile of them are your vault, its now cheap and easy to gamble, so the vault can stop growing because its not your trasure trove, its just your current arsenal.
There are all kinds of ways this can be expanded on.
But the mvp - minimum viable product is pretty simple
1. earn keys 1 for every minute in game, 10 for an activity completion, 50 for a raid encounter completion, 30 for a dungeon encounter completion
2. spend skeleton keys at the tower chest, every gun ever in the game can be targeted with keys, prices go up the more specific or new the roll
3. every weapon thats been in the game for 12 months is available for keys
4. tiered gear available at tower skeleton chest if you own the expansion. world drops and last season stuff only - this way every activity is earning you tiered gear without having to convert every weapon to the tier system or adding tiered drops to every old activity.
next enhancements
5. at the end of activities an activity specific skeleton chest offers activity specific options at a reduced price
6. skeleton chests in the world with featured rolls and deals
7. activities get specific rolls or otherwise activity specific unique items
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