Adding purple recipes to Architect


Bad_Wonka

 

Posted

One of the design goals as stated by the devs was that a character be able to level up solely in the mission architect and have the same level of wealth and the same opportunities as a character that leveled up doing normal content. For the most part, they've met this goal. The biggest thing left out of the mission architect is purple recipes. This means that characters running high-level architect content are at somewhat of a disadvantage compared to those running normal content. It may also end up making purple recipes even rarer and more expensive.

There are basically 2 main arguments I've heard against adding purple recipes to the ticket rewards.

1. People would farm them.

2. Currently you have to be fighting level 47+ enemies (I think) to have a chance to get purple drops. Adding purple recipes to the mission architect would basically open them up to anyone with enough tickets.

I believe there are solutions to both these problems though.

Curbing the farming would be the easier of the 2 problems, and could be done with the tools already available. First, there should only be an option of a random purple roll, no picking specific recipes. That way there's always the chance that you get one of the less valuable purples like the confuse sets and people wouldn't only be buying Armageddon and Ragnarok sets. The second thing to do is to simply scale the ticket price of a purple roll appropriately. There are several ways this could be done. One would be to look at the current drop rate for purple recipes and simply make the ticket cost so that the average drop number of enemies defeated for a purple recipe remained constant. For example, if the drop rate for purple recipes is currently a 1 in 1000 chance, then determine what the average number of tickets you would receive for defeating 1000 enemies is and make a purple recipe cost some multiple of that. A multiplier of 1 would probably be too low, since it wouldn't account for end of mission bonus tickets. A multiple of 2 might be too high, since when defeating 1000 enemies normally, you would be getting a lot of other recipe drops as well as end of mission drop chances and such, so maybe a multiple of 1.5 would be appropriate.

The solution to the problem of low level characters getting purples is what dawned on me this morning and prompted me to post this. All you would have to do is make the ticket cap scale based on the character's level. Then make the ticket cost of a purple recipe such that a character can't buy one until level 45 (or whatever level the devs deem appropriate). So for example, if you made it so the ticket cap was 10,000 tickets at level 1 (the same as now basically) and grew by 200 tickets per level, then you could just make sure a purple roll cost 18,800 tickets, and therefore you would have to be level 45 to be able to store up enough tickets to buy one.

The standard code rant applies here, since I don't know how hard a level-based ticket cap would be to implement, but the basic idea seems sound, since we already have level based caps in the came for things like movement speed.

So that's it, that's my idea for how we could add purple recipes to the ticket reward choices and hopefully avoid the major problems that are commonly mentioned. What do you think?


 

Posted

[ QUOTE ]
The solution to the problem of low level characters getting purples is what dawned on me this morning and prompted me to post this. All you would have to do is make the ticket cap scale based on the character's level. Then make the ticket cost of a purple recipe such that a character can't buy one until level 45 (or whatever level the devs deem appropriate). So for example, if you made it so the ticket cap was 10,000 tickets at level 1 (the same as now basically) and grew by 200 tickets per level, then you could just make sure a purple roll cost 18,800 tickets, and therefore you would have to be level 45 to be able to store up enough tickets to buy one.

[/ QUOTE ] There's currently a series of badges built into the Architect system to reward for ticket "overflow", or number of tickets you earn when you're at the 9,999 ticket cap. So, this suggestion of having a variable ticket cap would break some of the rewards already in game. Not a good idea.


Though I'm fine with making the cost of a purple recipe be 18,800 tickets. Just don't increase the ticket cap past 9,999.


 

Posted

Hm, I didn't consider the effect of the scaling ticket cap on the overflow badges. It wouldn't really break the badges though, it would just make them a little bit harder to get. And some of that could be mitigated if you made the ticket cap based on actual level instead of combat level, so you could keep your cap low by not leveling up if you were just trying to farm tickets for the badges.


 

Posted

/signed to making purple recipes available at the ticket vendor.


 

Posted

Post deleted by PvPleaseHelpme


 

Posted

Not particularly for this - For the reasons mentioned, yes, as well as for having a draw to do actual "official" content at high levels. Yeah, I know, it gets farmed too, but still.


 

Posted

/unsigned

Purple Nurples are one of the few remaining reasons to play game content.

At least as it stands now, they are above exploitation by farming.

They are intended to be the rares in this game...


 

Posted

[ QUOTE ]
/unsigned

Purple Nurples are one of the few remaining reasons to play game content.

At least as it stands now, they are above exploitation by farming.

They are intended to be the rares in this game...

[/ QUOTE ]

This. The only way to get purples is to fight level 47+ in the regular content. Since people are able to get so many tickets just by farming AE missions it would make purples no more rare then any other IO out there.


 

Posted

Interesting post...

For myself, I refuse to do MAs all together. There are two reasons for this:

1. No way to earn purple recipies as you can "on the real world".

2. You can't select IO receipes as you can with merits. I normally are unlucky with my rolls, I know there are those braggarts that will post saying, I random roll and get Numinas all the time, thus you have no problem. When merits were introduced and I could choose what I wanted to buy, it was like heaven to me, independence day from my terrible luck. I could finallty work for and earn what I needed. Tickets, well, I get to work, but never get what I worked for.

3. In MAs you can't even buy purples, not even a random roll to get a crappy status effect purple.

So this suggestion, at least commences to address the purple issues I have, it may ot be the best solution, but a solution never the less, and it beats not having one at all.

Stormy


 

Posted

you do realize that recipes, salvage and enhancements drop from the dev's choice arcs correct? this means that you can already drop purples in ma content. you just have to do the dev choice to get it. i think they also drop from HoF arcs but i haven't played one of those yet.


 

Posted

[ QUOTE ]
you do realize that recipes, salvage and enhancements drop from the dev's choice arcs correct? this means that you can already drop purples in ma content. you just have to do the dev choice to get it. i think they also drop from HoF arcs but i haven't played one of those yet.

[/ QUOTE ]
I have gotten an Apocalypse: Chance for Negative off a Dev's choice so yes they are possible, but when I ran @Muu's Hall of Fame arc, it still gave only influence/tickets and inspirs, so I'll bet that the HoFs arc act like a normal one...


 

Posted

[ QUOTE ]
[ QUOTE ]
you do realize that recipes, salvage and enhancements drop from the dev's choice arcs correct? this means that you can already drop purples in ma content. you just have to do the dev choice to get it. i think they also drop from HoF arcs but i haven't played one of those yet.

[/ QUOTE ]
I have gotten an Apocalypse: Chance for Negative off a Dev's choice so yes they are possible, but when I ran @Muu's Hall of Fame arc, it still gave only influence/tickets and inspirs, so I'll bet that the HoFs arc act like a normal one...

[/ QUOTE ]

I believe this is so. The devs want to have absolute control over which missions can drop normal rewards and which can't. Remember that it's possible (though not likely) for a farm mission to be selected as HoF if it got enough votes. The devs would want to quash that possibility immediately.


 

Posted

[ QUOTE ]
/unsigned

Purple Nurples are one of the few remaining reasons to play game content.

At least as it stands now, they are above exploitation by farming.

They are intended to be the rares in this game...

[/ QUOTE ]

Problem there is since that is the only way to get them, people will continue to farm for tickets, roll gold, flood the market looking to get inf. How they see it is Gold will give them money, and they will just use the money to buy purples.


 

Posted

There i smuch truth in hoping to roll gold, silver, bronze to sell recipes for the influence. I have struck good recipe drops from time to time, kinda like one good one for 35 pathetic ones, so the jury is still out, for me, if the ticket farming is really worth my time. My last gold roll gave me a pacing of the turtle, go figure...

Hugs

Stormy


 

Posted

If influence is your goal then AE farming is easily the most lucrative way to farm. Not even close.