I've been thinking lately about runes and overall progression, trying to solve the problem of players focusing only on end-game items, skipping over so much content like runewords and leveling.
If you're going to respond, please evaluate each category individually for pros and cons because it covers a wide range of things that overall have an impact.
Before I list my ideas here are some assumptions:
- New players either get stuck without items early-game or get a full item Set free allowing them to skip to end-game gearing (M'avina, Aldur, Immortal King, Tal'Rasha, etc are free sets given by older players to new ones)
- Maybe 75% of Runewords are not used since they're quickly outmatched in power, not worth spending the Runes
- The "Need" for Leveling is completely skipped by players experienced with inferno cows
- End-game players can progress 50x faster than anyone else by logging 60 mules, ruining the fun
Flooding the Rune/Item markets
People with fast computers who can run 64 game clients will progress with rune/item finding faster than anyone else.
When someone finds absurd amounts of Runes and end-game items quickly they will expect many High Runes when selling them because they have less value for the runes/items.
Compare the 40+ client players with newcomers running solo games and you will understand part of the problem in the server market.
You might argue finding/selling more end-game items would make them cheaper, but that's only if players can re-sell them again, plus consider most players find these items at a slower rate than mega-farmers do.
Solution:
a) Maximum drop-rates with 8-20 players in a game, instead of scaling up to 64
b) Limit 1 connection/account/IP if possible
Medium-High Runes and their purpose
When everyone thinks Ber+ are the only High Runes the economy suffers.
The problem is linked to the utility of Runes from Um to Sur, and the fact that players skip all the other Runewords by easily finding stronger items on the ground or getting them free.
Lastly, when you have a Xer rune you basically have any lower rune because of free downgrades, Ohm could become a new High Rune if it wasn't instantly obtained by having any higher rune.
Solutions:
a) Add more Crafting/Rolling/RNG items that require Runes
b) Create Runeword gloves/feet/belt
c) Make Scroll of Rune Downgrade cost 1 gold, so it's not unlimited but still convenient, giving value to Um-Sur
Item/Level progression
Any player experienced with Inferno Cows can effectively skip the entire "need" to level, focusing completely on gearing up.
Item Sets like M'Avina, Immortal King, Ta'Rasha, etc are so common that they only cost 1 Ber rune, and polite people give them away free to newcomers on the server as starter items, meaning they skip straight to only needing end-game armor and a couple off-pieces.
Solutions:
a) Maximum XP-rates with 32 players in a game, instead of scaling to 64
b) "Slightly" reduce XP rates, the XP rate is so high you won't even advertise the rate on the website
c) Make Set items listed above more rare so newcomers have an objective, not going straight to end-game items
d) Remove XP gain from Spectator, or greatly nerf it