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+  Solace MUD Official Forum
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| |-+  Ideas
| | |-+  Item Branding System via Craftsmith NPC
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Author Topic: Item Branding System via Craftsmith NPC  (Read 228 times)
khiren
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« on: August 21, 2025, 06:30:42 pm »

One of the recurring challenges in the MUD is the issue of limited items. Over time, these items often become a source of frustration, not only for current players competing for them, but also for future players who may feel locked out of content due to scarcity. I’d like to suggest a system that both alleviates this issue and adds new depth to gameplay.

Core Idea
Introduce a Craftsmith NPC (perhaps located in Mithrilhalls) who offers an exceptional service called item branding. When a character chooses to brand an item, the following occurs:
  • The branded item gains a new flag that permanently ties it to that character.
  • Once branded, the item can no longer be used, worn, or wielded by anyone else.
  • From the MUD’s perspective, the original item is returned to the global pool at the time of branding, ensuring availability for other players.
  • The branding process effectively creates a personal, character-bound version of the item.
  • This system solves the scarcity issue by recycling items back into circulation while still rewarding players who have put in the effort to acquire them.

Example of item before and after branding
  • (Humming) a large earthen fist
  • (Humming) a large earthen fist of Puckwick

Cost and Balance
To ensure balance and preserve the sense of achievement, the branding service should come at a significant cost. For example:
  • Base cost: At least 10,000 gold. From my personal experience, it takes a while to gather that amount
  • Scaling cost: Each time a player brands another item, the price increases by 10%. This makes the decision meaningful and prevents players from branding every item too easily.

Benefits
  • Encourages long-term engagement: Players will be motivated to continue playing to afford branding costs.
  • Retains value of effort: Players know that their hard-earned items won’t be permanently lost due to inactivity in-game.
  • Supports fairness: By returning the item to the pool, other players still have a chance to obtain the original version.
  • Creates progression: Players must decide which items are most important to them, adding strategy and commitment.

Downsides
  • If you die, branded items can be looted by others, but no shopkeeper can buy them due to their value.
  • You can blackmail a fallen character in order to give them an item back.

In summary, the branding system could resolve long-standing frustrations around limited items, while also deepening the game’s economy, progression, and sense of player investment.
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They say time is the fire in which we burn.
Right now, our time is running out.
We leave so many things unfinished...
rexbu
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« Reply #1 on: August 21, 2025, 06:59:16 pm »

This system exists in MMOs (which I was victim of for several years). In WoW specifically is called "bind on pick" and "bind on equip". It did function but all Hunters(for example) had same end game gear. I think in Solace scarcity stimulates PK. On other hand I hate reboot race. For example I never had GoS. Take what you want from it.
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rexbu
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« Reply #2 on: August 21, 2025, 07:02:16 pm »

Also WoW was/is know as "carebear" game. You cannot ever lose your gear, you cant be looted. But you never have same adrenaline as in Solace. Higher the stakes more fun it is.
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khiren
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« Reply #3 on: August 21, 2025, 07:06:23 pm »

This system exists in MMOs (which I was victim of for several years). In WoW specifically is called "bind on pick" and "bind on equip". It did function but all Hunters(for example) had same end game gear. I think in Solace scarcity stimulates PK. On other hand I hate reboot race. For example I never had GoS. Take what you want from it.

You’re right, WoW’s “bind on pick/equip” did make everyone end up with the same gear, which isn’t what I’d want here.

The branding idea isn’t meant to remove scarcity or PK; items still go back to the pool and can still be looted, just not sold.

The main goal is to cut down on reboot races, which reward time availability more than long-term investment.

Branding would keep scarcity alive, but give players some continuity with their hard-earned gear.
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They say time is the fire in which we burn.
Right now, our time is running out.
We leave so many things unfinished...
khiren
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Karma: +9/-8
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Posts: 493

I don't want the game to end.


« Reply #4 on: August 21, 2025, 07:08:58 pm »

Also WoW was/is know as "carebear" game. You cannot ever lose your gear, you cant be looted. But you never have same adrenaline as in Solace. Higher the stakes more fun it is.

I never suggested that we go "carebear" mode. Branded item still can be looted Smiley

Branding only protects you from:

Due to your long absence in Solace some of your limited items have disappeared.
« Last Edit: August 21, 2025, 07:13:23 pm by khiren » Logged

They say time is the fire in which we burn.
Right now, our time is running out.
We leave so many things unfinished...
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