07-15-2023, 04:16 PM
I'm just gonna come out of lurking to say this isn't a bad idea on it's own, item degradation or item erasure in order to implement a money sink can in fact be a very beneficial option.
The issue is that with SL2's current design, implementing it can be rather rough and probably upset quite a few people.
I'll give you credit on trying to tie it to dying/ko's or losing durability which is more controllable and thus making it far more manageable, but that has it's own slew of potential problems.
I'm going to put a more detailed deconstruction on why this is my view point here, but I feel it could be seen as harsh, and it's a bit long. So feel free to skip to the tl;dr.
So, tl;dr: All three types of implementations encourage behavior that can overall degrade the game experience if used in the current system. Pardon the pun. So it'll probably just be regarded as a very bad move and make people angry. While also not getting the intended experience of being a effective money sink.
To be fair, figuring out a proper money sink mechanic that has minimal issues for SL2, Korvara or G6. Is pretty dang tough, so I'll at least praise the death/ko version on probably being the most reasonable of the bunch implementation-wise. But someone could probably spot even more issues that I didn't notice.
The important thing when trying to implement one I feel is to make sure it doesn't discourage the player from engaging with the mechanic, rather then encourage behavior that avoids said mechanic. A good example of this would be NPC shop only components for something temporary but beneficial.
The issue is that with SL2's current design, implementing it can be rather rough and probably upset quite a few people.
I'll give you credit on trying to tie it to dying/ko's or losing durability which is more controllable and thus making it far more manageable, but that has it's own slew of potential problems.
I'm going to put a more detailed deconstruction on why this is my view point here, but I feel it could be seen as harsh, and it's a bit long. So feel free to skip to the tl;dr.
So, tl;dr: All three types of implementations encourage behavior that can overall degrade the game experience if used in the current system. Pardon the pun. So it'll probably just be regarded as a very bad move and make people angry. While also not getting the intended experience of being a effective money sink.
To be fair, figuring out a proper money sink mechanic that has minimal issues for SL2, Korvara or G6. Is pretty dang tough, so I'll at least praise the death/ko version on probably being the most reasonable of the bunch implementation-wise. But someone could probably spot even more issues that I didn't notice.
The important thing when trying to implement one I feel is to make sure it doesn't discourage the player from engaging with the mechanic, rather then encourage behavior that avoids said mechanic. A good example of this would be NPC shop only components for something temporary but beneficial.