CLOSED: Economy and Items Poll: September 26 - October 3, 2012

General Discussion Started Last reply 116 posts
Before taking this poll, please read the full details about this topic, question, and answers on the website. (http://www.lineage2.com/en/news/community/economy-and-items-poll.php) Below is a short summary of the same information.

What improvement for Economy and Item Crafting should the dev team focus on?


This poll aims to choose one area of improvement to focus on.

Option 1: Elimination of Uneven Reward Supply


Problem: Areas in game that have low drops (quality or rate) are unpopular, and crafting is too costly to be efficient.
Solution: Balance the rewards among the game content areas. Overall revamp of the crafting system.

Option 2: Pausing of the Supply of Bound items and the Deletion of Circulation-Blocking Elements


Problem: the Unidentified and Bound item system is too restrictive and does not contribute well to the player economy system.
Solution: Gradually eliminate Bound items in the game by increasing the amount of Unbind Scroll and Standard items, and give other rewards for crystallizing.

Option 3: Maintaining Stability for Asset Value


Problem: The value of older items deteriorates as new items and new item grades are added.
Solution: The addition of new items and new grades in the future will involve careful evaluation and consideration of their relation to the items and value already in the game.



Questions about the poll process itself?
Post them in this thread only. (http://boards.lineage2.com/showthread.php?t=245754)


The 3 most constructive and insightful replies get a reward! (http://boards.lineage2.com/showthread.php?t=245754)
(http://boards.lineage2.com/showthread.php?t=245754)

Please remember to only post replies that are your personal feedback about the topic and question at hand. This thread is not the place for inter-player back-and-forth discussions, comments on another person's opinion, or discussion and comments about other topics. If your post is not a direct response to the poll question, don't be surprised if it is removed. All posts must be in English and all forum rules apply.
I voted for the first option, because the craft mechanics were so fun before Freya's update, where raids started to drop like hell
First vote yeahhh!
Now enough of that, being a dwarf i would obviously choose the crafting/drops route. I believe this one will have the best impact on the servers between both the casuals and the hardcore players. Players just hunting for a few hours a week might not get a lot of whole item drops like the hardcore players, but at least they make a semi decent amount in basic/key mats. A better crafting system is a must too, maybe not as good as it was on God launch, but hopefully something better than we have now.

You could also incorporate option 2 by making all crafts standard/blessed only thus starting to circulate the bound items out.

Yes bots will be making more money since they will be able to farm a lot more mats BUT based off the spam in towns its not like the last drop nerf affected them at all. It just hurt the casual players.
I voted for the first option, because the craft mechanics were so fun before Freya's update, where raids started to drop like hell

Same here. You can buy a complete Top-A grade set with a few millions.
Voted first option because crafting is near useless now. Bound items need tweaked too though, they kill item value and are basically an adena sink without unbind scrolls readily available.
Although crafting is too costly and required items to craft should be reduced I don't think increasing the drop rate would have a great effect. This would just flood the market and decrease the value of items even further imo, so I would suggest removing the bound set to weapons/armour/jewels. However this will eventually have an effect on the price of items if everyone's items magically became unbound so either way you look at it there is pros and cons but for me the real market killer was the introduction of bound items.
Voted for the first option
I voted "other" option.
In my opinion, the first option should be complemented with the end of unidentified items.
The crafting system is currently useless, bound items need to go away.
It shouldn't be that bound items go away without a means to replace the ability to obtain gears so crafting needs to come as bound items go away.

I voted #1 because, imo, the crafting system needs to be useful again.
Hello,
I voted option 2, it would fit as a glove to the 34 class diversification.

Best regards.
You could also incorporate option 2 by making all crafts standard/blessed only thus starting to circulate the bound items out.
Voted for first option, and I like this suggestion.
I voted for 1 also. The crafting system is a bliss to a mmorpg game, it must not be ignored as the latest upgrades and expansions did.
Remember C1>C3 when a good part of the game was based on Crafting? Did anyone complain about it? No.
Crafting was always a honored feature of this game, and forever will and should be.
I voted for option 2, but i think that option 2 and 1 are both crucial.

I think that one of the great points of lineage 2, was the epicness of each armor set or weapon. Especially during early chronicles they were hard to acquire and that gave them not only high purchase value, but also an epic feeling for wearing them. Bound and inidentified items contributed at loosing this feeling and in addition to this they made crafting an item and gathering materials pretty much useless. One side effect of this fact, is that the dwarven population is so low (except the shops :P).
Excepting that, acquiring an unidentified R grade armor set or weapon is too easy and cheap, which renders investing on S or lower grade items moronic. The whole game experience became a race towards level 85, and all the content of the game until that level is something that players don't value at all. This of course is not a direct consiquence of the introduction of bound and unidentified items, but this part of the game encourages this "behavior".
Some other things that i'd like to mention are:
A) Transition to a 4th class makes your player so much better and overpowered than before, there is a huge gap between a level 84 hawkeye and a leven 85 yul archer regarding their power for example. This fact makes the game a race towards level 85 as i said above and most players ignore previous gameplay experience and items/equipment.
B) There are few R grade armor sets and weapons (considering R95 and R99 are other item grades). Even if crafting is enhanced and reintroduced in the game, everyone would be hunting for the same parts and materials. This also reduces the epic feeling of using these items i mentioned before, since everyone is pretty much wearing the same equipment.
C) Focusing on crafting items (option 1) and reorganizing this part of the game is something i like very much and is something that, i think, should be done no matter what, but bound and inidentified items should be gone as a first step to this direction.
D) One other thing that imho must be changed is the reward system for quests. I believe that the average quest reward considering the average amount of time and effort it takes to complete it is very low (yes i know there are some easy daily quests for example, but they are the exception, not the rule). Acquring materials and items via quests is something that needs to play a bigger role in the game.
I voted for option 1, but crafting needs to be changed to fit the pace of the game, not vice versa. I don't see the introduction of bound items as such a market killer. Personally I've always found it to difficult to craft gear in the game and think that an abundance of low level bound gear is appropriate. Loads of bound immortal is good, because everyone can have gear appropriate for their level. The race to 85 has changed the game, and gear needs to be obtainable so you can race through it. The path is working great for this, but when you lvl up your subs you should be given the chance to work for that vesper set (cause its so pretty) w/o spending more on it than its worth.

The problem I've always found with crafting is you can't gather enough base mats to craft your set before you hit the grade, or often even after. Every player should be able to support themselves and not depend on hours on a dwarf farming mats. Top tier stuff should be obtainable through work, low tier should just come to you. Crafting is fun, was important, should still me important but without a doubt needs to be tweaked. I know they are swinging this game back toward more field based gameplay, but... they need to make sure each character can support themselves. The re-introduction of trading via reworking the crafting system could work great, if it is designed so that each player can gather enough mats to trade evenly for their next set of gear. I've also always thought it was a problem that players had to hunt for their parts off of mobs that they should already be wearing that gear to kill. This supports a pyramid system that isnt really going to work anymore. I'm a big fan of questing and I hope thats an option for obtaining parts. That way you can work toward something and not advance out of the gear you're attempting to get.


What improvement for Economy and Item Crafting should the dev team focus on?


This poll aims to choose one area of improvement to focus on.

Option 1: Elimination of Uneven Reward Supply


Problem: Areas in game that have low drops (quality or rate) are unpopular, and crafting is too costly to be efficient.
Solution: Balance the rewards among the game content areas. Overall revamp of the crafting system.

Option 2: Pausing of the Supply of Bound items and the Deletion of Circulation-Blocking Elements


Problem: the Unidentified and Bound item system is too restrictive and does not contribute well to the player economy system.
Solution: Gradually eliminate Bound items in the game by increasing the amount of Unbind Scroll and Standard items, and give other rewards for crystallizing.

Option 3: Maintaining Stability for Asset Value


Problem: The value of older items deteriorates as new items and new item grades are added.
Solution: The addition of new items and new grades in the future will involve careful evaluation and consideration of their relation to the items and value already in the game.



Option 1, 2, & 3

You could say L2 has needed a revamp of the crafting system since dynasty gear was added and then vesper and vorpal. Those sets were easier to craft and obtain then B grade armor was but you were punished for failing to +4 an item the same regardless of grade. And balancing the drop rates across the whole game would only expand the areas players could visit giving more diversity to the whole game and market again and give better control to players selling those items while also bringing back the effective necessity of the crafting system which could simply be made to not demand so much to craft items just cut the required mats in half and you've got a start no big dilemma there.

The bound system isn't the problem, but the value is. Either find a way to bring bound items up in operational effectiveness or a really easy fix would be to increase their NPC value which could afford players the mats then to craft the items they do want which ties into revamping the crafting system! See where i'm going with this?

If the dev team thinks that throwing unbind scrolls will fix the problem it has a potential to end badly for the players and possible cause more ridicule towards overall concepts in the game. If L2 adopted a plan like mine purposed here it would even trickle into the very sore subject of bot population! Imagine, players could grind or quest in revamped areas and receive double the mats and bound items alike maybe more, and go to town and either sell them in AH or if its flooded there turn around and cash them in for adena with the NPC stores (the ULTIMATE goal) the adena would then be thrust right back into circulation either for crafting or buying already established gear and such thus reducing adena farmers and money buying sites and their effective viral invasion of L2 and i think this is rather clever because it doesn't go to bots who then sell the money back to the players AGAIN! It gets exchanged into the hands of another player who either put up the item in the AH or directly bought/sold something, this is a rough draft idea of course and i would be happy to be more involved in the details of this concept, it has been a long time coming for Lineage 2 and its supportive and dedicated player base, fan base, and team members.
Well I think that although part of the issue was present before GoD, (and this may fall under Option 2) but the Path to Awakening rewards are what hurt the pre-awakening market and ultimately made most of the items currently in game drop in value. Perhaps this is even no longer an issue as there are many awakened characters now in game. And back to the Path of Awakening, if lower end items were supplied through this means it would help the pre-awakened market.

Now monitoring the market and adjusting the supply accordingly (pretty much talking about option 3) sounds good in theory, but also be aware that adding high level items may make the demand for low level items to go down. This would drop the value of such things as there is a bountiful supply that currently exists.

On the note of crafting: I think something that would help crafting in general is to reduce the sell back price of crafting ingredients to npc shops as to make it more worthwhile to both use as crafting ingredients and sell to other players. Of course the supply of such items may have to be adjusted.
Option 1: Elimination of Uneven Reward Supply

Since 2 or 3 month ago the drop of hunting Boss and Raid Boss were decrese significatly...

For example: i was 2 moths ago in GOG and get drop from monster, libe stocking, pants, armors..but now no longer.. few days ago i had a full party lvl3 and the result was no drop!! nothing in 2 hours :eek:... The same problems in Fortuna 7 Raid Boss and the drop was only EAR / EWR :mad:

So i hope that win this options to equilibrate the drop rates of mobs on instances, Raid, and normal hunting...This way the economics on server maybe grow up!!! :)
I voted #1 because now a days dwarfs are kindof useless and crafiting is useless so, we need it to get back into the game. Though i think they should tweak the bound items abit more too.. now what really is affecting the economy in the game is the fact that all armor is free (Path awakening) and that's what has really messed eevrything up, in my option, you should take out the path to awakening.... but my vote is for #1 :)
I voted #2 because current Unidentified/Bound Item system is not effective. I think that one of the ways of improvement of Bound/Standard/Blessed items is:
- Bound Items: basic limited stats, a lot of restrictions and item binded to character
You can get them as drop in instance zone/open field zone/different PVP event reward
- Standard Items: current set effects and item stats, no restrictions, tradable(similar to pre-GoD items)
You can get them as drop in open field zone/different PVP event reward and crafting
- Blessed Items: current set effects + additional bonuses(like pre-GoD Rare Item System)
You can get them as different PVP event reward, crafting and upgrading system(similar to Unbind Scrolls)
Voted #2.

Crafting is so boring, also it will only make more and more bots farming mats to sell and make adenas/irl money.

So #2 option ftw, it would help a lot new players and lowlevels to get a decent gear with element, so pvps more balanced.

One more thing, you SHOULDN'T nerf RAIDS (talking about the one outside instances) cuz they bring pvp...actually you should boost their drops.

imo you should delete epics as instances and make it like old times, PVPVPVPVP.
Dear Sace

The crafting system in L2 has been flawed from the beginning, here are some options that would greatly improve it.

When a dwarf decides to craft an item, they are required to include a recipe, even though they allready know it. This is just an extra expense and depending on the cost of the recipe, it will effect the cost of selling the item.

Also, the amount of items required to craft for example, a Sword of Damascus are 13 Damascus Blades as well as Craftsman Mold, Enria, Gemstone B, Synthetic Cokes, Mithril Alloy and B crystals. This seems like a recipe for a cake, and not one for a Damascus.

The final and most important problem with crafting an item, is the 60% success rate.
When a player could craft an item for 60m adena, or buy it for 100m, most often a player will just save the extra amount. Far more items would be introduced into the market, and in effect decreasing the cost for players.
i like the new system bound,normal,blessed its an rpg system,just increase the stats or bonus between them.
with glory days y can craft blessed items :))))))))))) with recs sound funs.
plz make more polls what we wona see in game
i wona see 4 season in games i wona exp in winter,summer,autom,spring enviroment.
and there is too much lights in game we wona see our char exping,pvping,moving not lights that gona blind us fix that 1of all
Stop the bound crap. I have 3 toons who use same armor type and i need 1 bil minimum for each toon at each level stage (r, r95 and r99) while i could easily trade them and play.
Or make unbind scroll drop much more often its nc$oft(equals to stup1d) to buy them 500mil while the ready item costs 1/5 or 1/10 of the price.
I never was a fan of the crafting system. The ability to fail was all to high. Figuring the amount of materials and adena needed to try wasn't my idea of a good time. I'd rather see the option to start circulating items that are bound. This promotes item value and also enables players to make income for themselves reselling their items. If the crafting system was improved that would be ideal. Maybe if players had more ways to make income it would discourage RMT.
Other: put time limit on consumable itens from event so we can avoid economy distortion like we had in the eva's rune and draco event , those things can generate bad consequence that can endure for months , event iten is not meant to be permanent or be the main source of wealth in detritus of the legit crafter, legit raid , legit farmer.
those program user are product from repetitive and robotic way to earn wealth in this game, they are dangerous for any MMO health if we reduce or even get rid of those problem lineage2 could be fixed forever ( almost cried in this part :o )
would say option #1 and #2

pre tauti, there was a ingredient market. for crafting parts. now theres nothing, you go out and hunt and dont get anything for parts anymore like you use to.
I did vote for the first option.

The reason:
First of all not just the market, but some classes of the Lineage II was build to the craft and item collection.
As Mr. Nam Gung-gon told to us they plan to make downgrades for the Maestro, but mainly for the Fortune Seeker classes, because they will be able to earn more money as the another classes.
So the Maestro and Fortune Seeker just will be strong and useful class if they will be able to use out maximally their spoil and craft skill through the market.

But need to take care with the craft system if Mr. Nam Gung-gon your team plan to gives us 60% recipes, than make the craft to easy, but if you plan to give us 100% recipes or both kind of recipes, you can make it to harder too.

Also we need many open field hunting zones, open field bosses, Manor system, Fishing System where we will be able to get the materials, recipes and key materials.

About the Bound items:
I think the best would be if the Blessed Weapons or Boss Jewelries would get Bound Status or the Boss Weapons.
While the Standard item all of them would be normal trade able item.
This would help to make a character to more unique character and would be a good defensive option against the RMT (Illegal Real Money Trade).

About the item price balance between new and old items:
It would be a really good idea, so bad to see, that sometimes we did farm a good armor set for a half year too and half year later this armor set will cost only 1/10 price later.

Would be useful option if the developer team would ad many different sets with different set bonuses and same with the weapon special abilities.

Example lets check the B-Grade Kris dagger and the A-grade Bloody Orchid dagger.
The Kris is a much older weapon has 153 P. Atk and 73 Critical Rate, while we have here a Bloody Orchid with 193 P. Atk and with about 60 Critical Rate.
So the Kris maybe older weapon, with lesser P. Atk., but its Crit Rate is really good and better than the Bloody Orchid.

This would be a good way how keep to useful the older items, but give motivation too for the players to get the new items too.
I vote first option. I liked the days when one was going to get materials for crafting equipment.
I apologize for my bad English. Greetings
I do not know enough what is going on, first time ever logging on to the L2 Forums. So be patient with me. But I glanced over the poles on this, and I think Option 1 would be better. It seems to me no matter where you hunt, you don't get that much drops. Whether it be Bound or Standard. You have a high sucess rate of going to do a Raid and get drops off them that cost 50-100M, even more depending on the bosses of course. Yet I could hunt at Altar of Evil all day or Garden of Genisis and i would barely get anything except for ingrediants to make the items. Which even then the recipes are 60%. This is the noob talking ofc but its just my opinions. It would be great if you guys even out the system. And get more drops in hunting areas. Like if you have a full party of people and you decide to hunt at say Garden of Genisis. There is a 10-20% higher chance of drop rates. If of course you have a full party. Kind of like from what I been hearing when you have a full party, there is an xp bonus.
i voted for the first one. right now i am working in my dwarf, even it is a a maestro i think that the bound items help as all, players to have some sort of armor to keep leveling at low cost and for maestros and crafter it is a good source of crystals to can craft shots, the only modification i would do it make them like common items use to be long ago, no enchanting, no stones add, undroppable, no selling, no SA and no LS.... basically it will force the players to craft a real armor and crash the common for crystals especially no that everybody can crash armor and weapons..... in the en the player will have to get an armor and weapon but till it get the mast can use one basic with good protection and better hit in the weapons.....
How about all of the above? I chose 2...that bound junk is for the birds.
chose option 1, it'd bring back what made the dwarven maestro-tyrr's that uniqueness back to the game. but even with this, i believe option 2 NEEDS to be implemented as well! the whole bound items fiasco's just made the economy very unstable and somewhat made the experience of getting item drops less entertaining as they used to be.
what i don't understand about the third option and since C5 of this game was the fact that the variety of items in the game has some-what lessened. everyone's at some point wearing the same gear and pretty much look the same. yes they may choose a different option to their weapons and attributes and what not, but does anyone else remember how back in the days people chose a weapon of less patk / matk just because it had that different options to it? (focus, acumen, health, anger, wide blow, crt stun, etc) the variety of items to choose from back in the days made the game more fun imho.
I choose other coz that 3 option you gave i think still naked or uncompleted (like freya update lot things news on dragon valley lair antharas and 1 chronicle after theres just shadows, ghosts and bots.)

Maybe All-In-One in Old Times Way?

Option 1:

-Increase drop rate in all places, hmm around 15%? (Example: Old Lair of antharas when u got any doom or blue wolf full drop and was a miracle)

-With craft system, give to the people more easy ways to try craft it (i think some low % craft on server, if im wrong, sry im not God)

Option 2:

-Bound items is ok when you are fighting for better set (Zubei light on way to Bw Light or Doom light, same as roll in heavy sets) u could go with that ones, but you know that theres better option, so, if craft system would work good, people would be able about dont do emo because sets are so hard or so expensive.

-Unbind Scroll: Some % to drop on kartias instance (not to high because there would be pledge) also if you get any of this "miracles drop" you could unbind it for in future get as part in your set.

on this part, also, i dont know if theres any item for increase stats to standard to blessed, what about like blessed raid jewerelly drops on instances, maybe 1 or 2% to drop blessed scroll on kartias? each kartia his respective grade.


Option 3:

-Since Hellbound chronicle i think (maybe im wrong) where you had 1 set as dynasty with the 3 kinds, i ask you, what about that spirit more colours to server, i mean, B grade 4 diferents sets with 3 kinds, A Grade 4 diferents sets with 3 kinds also, S grade start do it more simply, but also, to my point or view more unbalanced, because to A grade to S grade was a big jump, then came dynasty, then moirai, vesper,vesper noble, etc... So i ask you, wouldnt be better if there would be more variability of sets and weapons? Not like: lets do 1 road of requiem, 1 road of apo, etc etc,

also now is that defense/atack mode on sets but then, if, the rates dont change about drop etc, would be same, so also make new sets, and increase drop parts recipes full drops a little.

-2 ways to craft 60/100%: same as always, would be ppl who risk and ppl who not, materials amount will say.

I mean:

More sets or weapons = More people, more ways to play the game, more fun, not so i tired to farm adena bla bla, i wont never end that f***** set, i will be here till 90 yo...

just as class diversification as 34 classes, why not recover again some part of that c3 c4 spirit and do same with sets?

Regards and sry for my english.
Again I voted for other.
Lineage 2 was a game where you were introduced gradually to all the wonderful characteristics it has, From lvl 01 to lvl 20 you where able to hunt and learn how to play alone and do parties, Items in this part of the game where at the stores of any starting village, then to help you improve your equipment the designers allowed you to exchange them at stores too but only until you hit D grade. then you moved to main land and you learned to farm and quest to gain access to adena and items, you joined clans and later you do raids, in those times you where able to find items, real standard items at shops, you do quests after quests to gain adena and go hunting to gain materials because you couldn't buy anything from grade A or better, you had to farm and craft, Dwarfs where needed and an important part of any clan.
Now Drops are the lowest, quest rewards are 1% they used to be, you can not trade bound items, 98% of drops if any becomes bound items, you reach level 40 with no more than 400 000 adena, and in giran any top C grade weapon unidentified is more than 720 000 adena that will become a bound item. bound items do not give you set bonus in armor sets. you look at the auction house and prices are even more expensive. I have not advanced more than level 52-53 and prices of B grade armor (standard armor) start at the auction house in 500 million if any. and your PC has no more than 2 or 4 kk.
I am against any type of odd trade, adena sellers must be banned on sight, their account deleted and their IPs marked. But now we have low drops, low rewards and huge prices. Bound items are not the problem, they help character to level but is a systemic problem. Economy is bad because there are no drops, there are not adena making quest, rewards are not appropriate to the PC and they can not be changed. what can a kamael warden do with a unidentified dagger as reward. In old times you track the mammon and exchange that with a bow or a sword depending on your path but unidentified can not even be exchanged, once bound there is no answer.
the answer is get back to the old system the normal balance, normal drops, normal prices, normal quest rewards (why could you risk to buy adena if you can farm it or quest a couple of times to gain it?)



You what to add a feat, increase the chance to produce masterworks at any level while crafting, and maybe increase the success rate of the recipes.
Option 1.

Craft makes it worth it to go hunt outside coz every drop will hold value so every player will hold some power that can be invested, since bound makes it very counter-productive as it is too expensive to put high level items to from bound to standard and then sell...while with materials you are free to sell the materials, or use the crafted item and sell it later as it used to be.

It would also be plausible if there were 100% recipes (the same way there is for lower grades) available to balance out the grind needed to farm the materials to keep the less hardcore around.

Also i believe it was too soon to add new sets for last level, if gear is to be added it should be added for a level that is not CAP, there are plenty of motivations to reach max level.
Both options 1 & 3 should be implemented to revitalize market Lineage 2

Elimination of Uneven Reward Supply & Maintaining Stability for Asset Value
1. Balance the rewards among the game content areas.
2. Overall revamp of the crafting system.
3. The addition of new items and new grades in the future will involve careful evaluation and consideration of their relation to the items and value already in the game.
I voted for option 1, since I'm a long time fan of crafting. For those who hate crafting, best you find people like me who are willing to take the 60% success rate and not care. The death of crafting in L2 has encouraged me to look at crafting in other games and take my real money with me. If L2 is to survive, it needs to be a big house with many rooms so many different players can enjoy it again.

But there will be issues. Pre-Goddess, there was 1 recipe which only spoiled from 2 mobs which spawned on the 5th Floor of Tower of Insolence. That floor was a prime bot zone, but GMs didn't treat it like the bot trap it was. If getting materials, particularly a few key items, is very hard, then the adena farmers get another win. The low S grade armor was easy to make for most mats, except the recipes were extremely hard to get. More bot farming in Ketra and Varka. While low drop rates are not the issue, having many mobs drop stuff would help a lot. And please get the best sources of crafting mats out of the over crowded power leveling quest areas like Wall of Argos. Unified drop tables, where all mobs of a certain level range can drop/spoil the same range of recipes/key materials (if any) would be a huge help. Vary the drop rate so those areas which are not popular, harder, lower exp, not used by power leveling quests get the better drop/spoil rates.

The Path to Awakening did help to kill the crafting/economic system, but it started long before that when they moved the top D and C grade items into the NPC stores. At least some top B were not put into Lux shop, or the top A weapons, but those weapons were not popular and A grade is a crafting dead zone like D and C.. B too since you can level to A with the top C gear. S grade gets a bit harder, but you can get to a high enough level to be power leveled to 85 by Awakened toons, that the lack of S grade gear is not a problem, just need some friends. In truth, the gear from lvl 1 to 84 is worth no more than the NPCs are asking, and probably not even that much. Once if you got a drop of B, A or S grade gear, you announced it in clan/allied chat and were congratulated.. Now you are too embarrassed to even say anything.

One save for the S80+ gear market might be to increase the lvl cap on subs to lvl 84. At the moment, lvl 80 gear is of no value to people's 2 and 3 subs. And the content left for them to play is equally useless.

That's the case for the lvl 1 to 84 crafting. Lvl 85 up is not much better. Immo is useless, and twilight needs lvl 90 to make or get parts for, but people have it before then. So crafting starts at lvl 95 and goes to lvl 99. For some reason it's hard to get excited. By the time I can craft that, I fear an NPC will open a shop in Magmeld and be selling the stuff cheap. Crafting is a long term game, not well suited to the instant gratification which seems to be the style in Goddess.

I also note that the 3 options are not mutually exclusive. It sounds very much like all 3 are coming, and the question is just which is our priority. If they are careful this time, they could restore a lot of what has been lost.. or at least not damage the R grade stuff too much.

Hopefully they will also address some other L2 failures. Lack of overlap for group lvling at lvl 85+ (no instances for say lvl 87 to 93 groups.. or 93 to 97.). Campaigns which seem to be an epic Failure, but could be restored with little effort (but maybe unneeded in Korea). I sort of regret they are not suggesting the categories of these polls since each change affects a lot else. Or they didn't let us vote on the order of the polls, getting our priorities.

Mareeshia (still logging in to give Mentor the 5% bonus)
My proposal is as follows:

1) Significantly increase drop rates for 100% recipes. Make all 100% recipes a common craft. Moderately increase spoil rates for 60% recipes. Keep 60% recipes a dwarf only craft.

Common crafts > unidentified
Dwarf crafts > normal or blessed

Failure on a dwarf recipe results in an unidentified item.

2) Significantly increase drops and spoils of common mats (they should be common after all) Moderately increase the spoil rates for key mats.

3) Create a "farmers market" npc/ cart. This cart will allow trade in of fruits from the manor system for a reduced number of mats (so it is less profitable than selling back to the castle), but will not limit amount turned in. Increase the amount of fruit that castle owners are allowed to buy back. Allow unlimited amount of seed to be sold. Put this cart in the town squares, outside the grocers. They should be affected by the towns' tax rate.

4) Add a fort "market npc" that spawns outside the small forts (the ones without 1 captain) If the fort owning clan completes the relevant instanced quests, this npc will offer certain mats for sale. Have each quest unlock the sale of a set of mats. For example 1 quest for animal bone another for animal skins. 10% tax payed to the fort owner on all purchases from this npc.

Keep track of which dwarf made each normal/blessed weapon. Keep track of the number of player kills on a siege field using each normal/blessed weapon. Add up these numbers for all weapons made by each dwarf and upon reaching certain numbers add % chance to craft to the dwarf, and a player item skill to all players with a "dwarf name here" weapon equiped, giving better dmg using that weapon.

Keep track of dmg done/taken for all normal/ blessed weapons/items. Add an item skill that increases stats based on these numbers over all gear. On player death, reset all equiped items' new dmg stats to 0 dmg.

Just my 2 adena :) and some change :rolleyes:
I voted for the first option, because the craft mechanics were so fun before Freya's update, where raids started to drop like hell

+1, i voted for the first option
Regarding the poll, crafting improvement is the best way followed by other modifications.

Manor system is dependent on the castle and with Lords uninterested or without knowledge of the workings make this useless. Whitout seeds to buy or buyers to fruits is unjustifiable spending time and adena to sow. Crafters are supported in this system.
Fishing system is useless and need be revamped. Should create new quests.
Quests rewards should be revamped to balance XP, SP, adena, item, raid and hunting grounds. In whatever quest, you should be rewarded satisfactorily on all counts and the best example is the Pailakas quests.
Well,

I Like this option:

"Dwarf crafts 2.0":

Fail = unidified item
sucess = Standard item
Sucess with low chances = Blessed items.

Make possible to All other races craft but only unidified items and standard. Make exclusive to dwarfs the craft of blessed items.


honestly, after years running along all map, spoiling under each little rock on game, I'm tired of it.
The felling of fail in a craft is really... ham... well, is horrible :D Fail on a craft, sometimes is reason enough to make people get bored of game and leave, fail more than one time... well, So much time wasted. None deserves it ;P


I suggest:

1- More unbind scrools (with drastic price redution, really) in game and the creation of a new rare scrool for transform the standard items in blesseds.
Why? Well, u have 5 parts of a set to up, weapons, jewels... too much things for to do.
2- honestly, after years running along all map, spoiling under each little rock on game, I'm tired of it, so: Great reduction of materials to create items. I dunno about other players, but create a char that I dislike, just to farm items is really annoying. Dwarfs are not funny to me at all, sorry, I'm too old now for like them :/
3- Delete that scrools of destruction or make it really, really rare.
4 - Delete blessed recipes and pieces, only 1 recipe and 1 piece type for all kind of crafts. Come on! Is enough a big mess, make it simple.
5 - Don't touch on raid drops. Raids, instances or no, are always a reason to hard gameplay, people that kill them deserve a chance to get something cool and usefull.
I'll go with nº1 since I would love to craft again, even I had terrible crafting luck in the past I still find it very entretaining and challenging.

Also the main idea of start moving the bound items looks great to me.
More unbind scrolls and return of serious crafting would make me really happy haha :p
dwarves are dwarves....spoil'em, craft'em
so I'll go with option 1 as long as old materials are made usable in some way in new recipes, just as they were upgradeable before:
animal bone->coarse bone powder
animal skin->leather+smth(can't remember)->crafted leather
and so on
some people have hundreds or thousands of these materials lost in some dark corner of their warehouse full of spider web :P
crafting and spoiling used to be of such great importance in older chronicles, back when you could only buy up to some D grade items and you had to craft Hoplon and the Brigandine helmet I believe, or the Karmian Gloves for the C grade mage set :P
Well my 2 cent's here:

I voted for no. 1, first of all, i did my unique craft at level 89, unique because i haven't done any other, it was my Twilight Tunic, i spent all my adena on few things (materials and some keys) and the feelings when you push that button that says "Create" its enough to enjoy the game, i remember that i created this after the "revamp" in the crafts, when they becomes more expensive.

The problem was the cost of the materials/the quantity involved/the few dwarfs to create/the expensive of all the materials included the recipe, from that date 'till now few people in my clan want to craft, they prefeer to buy the things already made.

The problem to craft are these actually (Magmeld):

-Low quantity of people that play there :o
-All the materias are very expensive, from R to R99
-The rate drop is very low
-All the crafts still being 60% success rate, this should be modified to 75% or something like that, from A to R+ all the crafts still being 60%, or if u fail a craft this gives you the mats and a plus like an enchant armor or weapon even a rate of non losing items just the recipe, inclusive add the option if you fail the craft the result its a bound item directly.

I was thinking in the mammon, when there was the option to change (and was part of the economy) all the seal stones for ancient adenas and this "coins" with the Blank Scrolls you could change them for enchant's, that part of the game is lost now... so:

If you add this kind of system with the Unbind Scrolls by this way there's a good option to recover a lot of the economy in the servers.

For example, making a quest in harnak like in the old times (aka catacombs/necropolis), killing mobs there and this gives you a new kind of scroll, name it as you want, taking 1k/2k/3k scrolls or something like that to the mammon and trading them and adena (10kk for R/ 40kk for R-95/ 90kk for R-99 Unbind's) voilá, you have an easy and cheap unbind scroll. So for not lose all the activity in the instances like when this happens to harnak when kartia appears (at least in magmeld happens), for example kartia's rewards daily gives you an amount of this scrolls (200-300 or random rewards, not removing the actual rewards cos actual is seriously a crap), just if you add more rewards to the actual ones this will keep a stability. Inclusive add this same scrolls for enchants r grade, all this because Merchant of Mammon is almost unnecesary if wasn't for the Gems.

And now i think, Delusion Chamber is dead, this are could be revamped for new awakens and take the same idea from harnak or scrolls, now DC is a no sense place as Hellbound, no one in Magmeld goes there now, both areas could be a new and big farm area for new awakens, now the system party is a bad idea, if you are awaken you will never, ever can be alone and solo exp, think in these areas as solo (awaken with 85 gear).

All the mentioned areas are great for add new functions and drop, since fairy is a solo place and this sucks, all the poles were forgotten from their principal function, most of the players used to love farm in a *catacombs/necropolis* way, taking a long ride of mobs and hit like hell, from 85 you can't do this, because the solo zones (fairy) are range mobs for solo mode and XP is bad, if you dont have party you will never increase the level.

So, i don't know how much sense have my ideas for you but i think, you (NCSoft) are losing too many ideas, and good ones, because of awakening, and this shouldn't be. Im not saying that awakens sucks, no, this new game style is great, but some rol functions were deleted in the transition to awaken.

Edit: Sorry for my bad english xD
I voted for other option. Crafting needs a revamp, but changing some mechanisms can be used to solve some other problems as well.


Bound items

Personally, I believe that bound item was a good system that helped people gear up fast, but became counter-productive after a point. The rarity of unbind scrolls didn’t help much. My suggestion here is:

-Increase bound item drop rate a bit in open exp areas (not to the rate that it was as soon as GoD was launched but more than it is now).
-Raids/hunting should provide only unidentifed items. Same with Olympiad NPC.
-Remove the ability from an unidentified item to produce a standard or blessed item, or decrease even more their chances to do so.
-Limit bound items to accept only element stones, not crystals.
-Make it possible through crafting to upgrade a bound item to standard (maybe from standard to blessed as well?). Each item will have a fixed number of materials needed according to grade (all immortal helmets will require the same number of materials).
-Introduce a new ingredient (categorized by grade/armor/weapon) that will increase the chances of crafting a standard/blessed item or upgrade from bound to standard. Fragmants of this item will be droped from raids. When someone has enough fragments, he could trade them for the ingredient. This ingredient would be an optional item in the upgrade or crafting process.
-This upgrade process can be an addition to the dwarven crafting skill and should not require a recipe. For example, crafting skill level 11 could include the following description: “Allows transformations of R-grade bound items to standard”. For R-95 a higher level skill should be acquired.
-The process will require a bound item and materials. The upgrade will be chance based. In case of failure only materials will be lost, not the bound item. In case of success all attributes (enchants, elemental stones, augments) of the bound item will be transferred to the standard item.

What I describe allows the use of bound items as a first step in getting an armor, but their ability for upgrade through crafting with extra materials will make crafting and spoiling attractive again. Also, the standard and blessed items will have more value, since this will be the only way to get one.


Crafting

-Crafting must have higher chances than now to produce a standard/blessed item.
-60% crafting chance should be kept, but quantity of needed materials should have tiers (fixed amount of needed items) that increase crafting chances. For example, let’s suppose that to craft an item with 60% chance you need 10 Dark Ions. This will be materials’ Tier 1 (60% chance). Tier 2 (goes to 70% chance) needs 20 Dark Ion, Tier 3 (80% chance) need 35 Dark Ion, etc. This way a player can choose for himself the risk vs. time/money factor and no more recipes need to be introduced. During crafting, player will simply select the Tier he wants to be used.


Materials

-Increase plunder rate.
-Introduce quests in open field party exp grounds that reward with crafting materials (exchanging quest items for any crafting material). This way not only material flow can be increased, but also non-instanced party exp can become more attractive.
I agree with focusing in the craft system, but I hate the 60% system. You should make it 100%, and I like 2 proposals that I read in this thread: The one of obtaining a bound item if you fail on the crafting and the one that I like more: of increasing the chances by adding more items (By adding more crafting materials or for example crafting scrolls obtaining on raid/instances/quests).

About Unidentified items, I like the system as it is now, and we experienced a decrease on the drop rates on instances that made it not so easy to get but neither hard.

I think that you could boost the crafting system without deleting the bound system.
Definitely 1 and 2.

Crafting needs to be fixed, both in the way crafting works (should be either much less expensive or the 60% fail rate needs to be removed) and regarding its importance (raid boss drops can stay, but crafting your own equipment should become the standard way of getting your items again, not farming other stuff and buying the items in the auction house or getting them as drops from instance raid bosses).

I'd propose more quests in both xp grounds and in pvp events from which you can get key mats/recipes, and in various hunting grounds per item grade (right now it is often only one specific area where you can get items for one grade). Oh, and the recipes themselves need fixing, too. You should be able to craft your own armor sets and weapons WITHOUT having to save up money and throwing it at bot farmers to buy 50 gazillion alloys etc. Crafts should require key mats plus only one or two other grade-specific crafting mats in low quantities, and THOSE should not be hard to get. Basically, the key mats should be the time consuming thing to get.

Maybe introduce items with set bonuses in pve or pvp flavour, with the pve sets coming from the xp ground quests and the pvp sets from pvp events. Yes, I hear people scream "that's like in that other game", but it's not such a bad idea and it gives top clan people more to do if they have to get two sets to rule both pve AND pvp.

As for the second point (bound stuff): yes, that needs to go. As poll text said, bound items make items like enchants/stones/crystals "disappear", because the equipment cannot be sold. Any money you put into improving bound items is "lost" as soon as you no longer need that equipment, because all you can do is put it into your warehouse instead of re-introducing the items (plus the stones/crystals/enchants on it) into the economy. I like the suggestion of putting more unbind scrolls into the game (via events or as drops) to make people slowly sell off their until-then bound stuff, while at the same time removing bound items from the game as new drops etc.

Bound items would not be so bad if you did not have to invest so much money into improving them via stones/crystals to actually use them.
Stabilizing asset value will not only help the economy level off, it also has the chance to greatly enhance in-game valuation. Knowing the same item will cost approximately the same no matter where or how purchased will allow many people to procure said item instead of pursuing the mythical "killer" deal which assures that most adena remains in someone's pocket rather then stimulating the economy.
I would love to see the old system back... It was soo much fun when the items were sealed, u had to collect AA to unseal it, catacombs were the main source of seal stones, there was like hundreds of places where u can go hunt, all of them was important, each spot had different drop su you had to go around the map to collect parts for your items. Open field Raid Boss was guaranteed and fast supply of complete items but one of the hardest as well, when u had to fight with few other different clans just to do most damage and take items. But it was fun! You had to wait, to count the respawn time and so on and so far. Now with all the instances and stuff you just find party and the same routine, every time you know what to do, there is no more good or bad player, there is just the one that comes first time and the others. I think that those were the most important factors that differenciated L2 from other mmorpg but with GoD it's all gone. There is just few Raid bosses that is at open field and it is REALLY HIGH lvl... And come on, do you remember all the fights at Zaken ship, LOA near the Antharas heart, Frintezza... Its now instances, oversupply of epic accesories like frintezza, freya, zaken... I mean just look around, there is no more need to have ally because everybody stays in town near NPC with party to get into instance. Ok well you have to have friends in order to take better castle, but wait its only once in two weeks... make people to go out of the town, make them hunt, fight for better spots, Raid boss, make it more active.. How do you think there are so many bots? Because nobody is going to hunting places anymore... So it's easy to use bot where is nobody that can see you doing that...
Lond story short - sorry for long post and huge amount of different toughts, but I think that those things should bring back the thrill of the game :) peace :)
Voted 1 but point 2 is also very important and both should be looked into at the same time.

Crafting:
Any proper MMORPG has a crafting system which is a very important part of the fun in the game for many players:
Collect materials: learn where to hunt, which mobs to hunt to find required mats/recipe
Crafting itself gives a sense of accomplishment.
So crafting gives many goals to most players.

Problems:
- recipes needed to incorporated in some recipes 0.0...
- 50 recipes in book (I know it can be increased but still) is too low: just learning recipes for secondary items would need a dwarf just to make needed craft items:
Recipe for Mithril Alloy: need to learn recipe, one component been Varnish of Purity (new recipe to learn) of which one component is Coarse Bones Powder (need to know recipe)... 1 Craft material = 3 recipes needed
- To make A Dark Crystal shield, one need 14 intermediary recipes or the 14 different final materials which do not drop often compared to lower components... Total around 1300 prime material from drops...
- Average mats per drops when one get a drop (except some in wall of Argos)= 1 or 2...
That is for A grade: some recipes need over 10k prime material...

Yes: Make it simple; and increase drops tremendously and get all recipes available in NPC, not only recipes for process material.

60% only recipe is indeed to low, particularly when looking at the number of items required....

No crafting available = mindless grinding of dailies to get higher level but no incentive to explore the open world looking for drops..

Bound
Some could be kept (diploma armor and so on) but most should be indeed removed.
Crafting and getting a bound - unided item is not motivating...
Or keep them but make unbind scrolls available.

I think option 1 and option 2 should be indeed considered at the same time: while revamping crafting, already prepare the change for bound-unided items as those also come from craft.
All 3 options are looking good and I think the best is #1 so I voted for it.

In addition to the solutions as proposed by the staff, I would suggest the following:

support crafting:
S-grade and lower RBs used to drop key materials. Add the same for R+ RBs. Leave the drop rate and amount of uni/full/blessed items as it is now, just add some key mats to the drop list of all RBs and add basic mats and recipes to the drop/spoil lists of mobs inside instances. Do not add anything to the drop list of mobs in hunting areas, it would just support bots and their business.

support dwarfs:
REMOVE all shots from the diploma exchange. If you want to support new players, add R-grade shots to the path to awakening package at level 85.

refresh economy:
Yogi event! The greatest event of all! It's an event which decreases the amount of adena on server and adds some new items (as rewards) into the game. It decreases the huge price gap between useful and useless items. A great event for refreshing the player economy. Of course it must be modified for R+.

maintain value:
In addition to the crystals (and possibly enchants, molds and SA pieces) players should get a fixed amount (not chance) of elemental stones and crystals when they crystallize an item which has some elemental attribute.
The amount of stones and crystals would depend on the amount of attribute(s) present on the item. In addition to the above, getting gemstones from the items with SA would be nice too. (Imagine the price of 2k S-grade gemstones a year ago)
This would make old gear more valuable to the players who already own it, but don't use it (because it's next to useless) and are not willing to sell it (because the price would be ridiculuously low).

general exp:
Lower the XP and drops gained from mobs. Add more daily quests in different hunting zones with USEFUL rewards (XP/adena/mats/gear) to prevent hunting in the same zone for a long time.
There could be more dailies in the same zone, but dependent on each other (i.e. finish one, then you can get the other one).


I think that's it for now. I'm depleted. :)
Hello

I voted for the other section, as I believe there is a different cause of bad in-game economics.

The reason is known not to all of the players. The thing is: bots. Tons of bots. That is the thing which completely destroys the gameplay. Everybody can see partys of bots, especially on LoA, Guillotine fortress and many many more, who fight almost 24h a day gathering profits for their owners. The owners are usually top members of the biggest clans and heroes. Most of the people know about that but nobody from the staff seem to care. But why does it spoil the economics?

A proper high level party of bots can gather easily Daily around 500kk, from adena drop and item drop. Being their owner you can without any trouble have anything. You may ask, so what? If they can let them play, i don't bot and have fun. But with time you will notice that you are suffering from them. Bot owners can set their own prices for the top items. But there is someone who can afford them. Not, you of course, another bot owner. That is the main reason for succes of some clans.

There is one thing that makes me sad, I can't see really anybody doing something about it. You must have noticed those nasty lvl 20 bots shouting in main cities, spamming the whole chat about sites selling adena. Owners of these sites gather adena from bots farming. This also weakens the economics, people buying adena from internet sites.

Although you can hear about boters bannings, these are too rare, as you can still see bots running around farming.

For me the good enough solution would be to allow one computer to run maximum two games at a time. Think that might be possible somehow to do.

The thing with decrasing level of bound items is also good but i think the matter of bots is more pressing.


Regards
Why not implement all 3? They are all very good ideas :)
I posted 'Other' because:

Dwarven specific crafting was one of the most fun parts of the game for me. I miss it and I believe that the change to items being obtained primarily through drops has made the game less fun and less interesting. Here are the reasons why:

- In the old days (2004 ~ 2009) clans would work together to farm mats to craft gear for members. This made clans bound closely sometimes, other times it revealed the selfishness of clan lords or members thus making clan life more 'interesting.' This added a very interesting dynamic to the game.

- Playing a crafter was fascinating. Building your recipe book, finding regular customers and establishing relationships with them, building a reputation for honesty (or the opposite) all added richness to the game. If you ware good at these things you could become incredibly wealthy.

- The crafty dwarf team (spoiler & crafter) could develop a niche and defend it. For example, leaning the obscure source of karmian glove mats allowed me to corner the market on this item on my old server and earned money for the then fabously expensive A-grade weapon my main needed.

- The buying and selling of mats in Giran gave rise to a thriving market. It was like visiting a midieval bazaar in Baghdad, you had to keep your hand on your wallet all the time. Knowing the market and playing it was a great way to get rich. The game didn't just have to be about killing mobs and levelling up, it was equally fun to be a trader as it was to be a hunter.

In summary, I believe that having dwarf exclusive crafting as a critical component of the game helped make L2 the richest gameplay that existed. Without that the game has become a single dimension game: Level up by killing mobs and then pvp. It used to be there were many ways to enjoy L2 so please

Bring Back Dwarven Crafting as the Primary Way to Obtain Gear.

PS If you give the free market (supply and demand) free reign then you do not need to try all kind of economic manipulations to control prices, it happens naturally. World economies based on supply and demand tend to function better than those with governmentally controlled prices and economies. The basic rules of economics work in the game as they do in the real world.
Other because

Only Dwarves should craft, make them important again.

Make dwarf crafting the source of 90%+ of all gear like the old days, was much better then.

Get rid of the stupid auction house system and go back to buy and sell stores. That was FUN!!
Do not decrease the rewards of a raid, that is not an answer, that is a need, at this moment, drop in plains, all the lands is really bad, there are areas so meager that you have to hunt several mobs just to see coin, that is the problem, not the raids, if you get drops back to normal, players will return and hunt in other places not only Raid Bosses, it is like in real world, you go for the job that give you more with the less effort, and no matter how easy a job is, you will not do it if you do not get enough to survive.
Raid boss are not an easy task, they require timing, coordination, planning and that people focus in their assignment, it requires a full set of classes to make it work and the reward is not easily earned.
But again is the only source of worth items for the effort.
Do not erase the bound items because that is what most of us can affort now some can not them either.
Bring Crafting back to Dwarves, get the drops and quest rewards back to its normal level and that pie chart will change.
I choose the option N°2.-

I think it is necessary to suspend the bound issue and begin to spread the unbind scroll, the drop shall be by instances like in Fortuna, etc ... Since I do Kartias I do not see any interesting drop.

I have spent too much adena in undefined items, which means money that I lost and I will never recover. This affects a lot my economy in the game. You never recover what you spent.

Also, there should be an option to buy a certain item in the action house, not only to sell. With this option we avoid dwarves buying in the cities.

If one crafts an item, it should be standard, with less chances Bless, but not bound.

Getting things to craft is very complex and even more expensive to buy them. To be honest, there is not much buying and selling demand in BARTZ as it used to be a couple of months ago.

We need more LVL areas for ppls 95+ than instances or party.

New Items for 95+. Only one SET to 99????? We need more weapons, armor, etc… We need -->motivation!!<--

Also, Raids Bosses like Orfen, Baylor, Beleth or others with low lvl, should be modified. Nobody kills and they do not apply to the game. They should be with more lvl and the stat of the jewelry has to be more useful.

Hellbound -> Nobody uses this place, I think the island is LVL 1, it could be a LVL place for people 93+

Also de loss of EXP in PVP should be removed and it should be a great option. This motivates the fight for the RAID.
Other.
- Change craft to normal items only.
- Increase number of raid bosses 85 ~ 99 in ground.
- Market is "stable" in this days.

************************************************** ******

Don't change the current drop rate, they are hardcore and is fun.

Change the craft system to craft only normal items, people don't like craft because 90% of crafts result in undentified craft, consequently, bound item. If players have the certain of craft results in normal items, craft system will self improve and the keymats will back to market.

Remove bound itens is not a good way... this items are a good option to casual players with low adena, this equip have low prices and the only problem is the impossibility of second SA (armors don't have diference between bound / normal). Players can get unbind scroll's by boss (really low drop rate and a good price item for economy - no change it!) or buy in destiny pack.

The undentified itens of this days is the "common" itens of the past, but better.

Remove / reduce bound items will change the current "stable" market price and increase the number of "nostromo partys" in game looking for keymats to craft normal items, sell then in market with a high price and in future sell adena in RMT black market.

Looking for near future, we will have only one class to spoil, change the spoil rate in this days will affect the spoil in near future.

Low grade Items (S and low grades) is the part of past, don't invest in that. No one in this days want play to get D/C/A/S/S80 items, change the game to improve old items is a no sense action in my point of view.

The number of bosses in ground is too low in this days. The reduction of this boss is gradual since Interlude. In Interlude "top players lvl 80" can fight agains 64 bosses in ground, lots of bosses drop the top "A-Grade and S-Grade" and in this bosses we find constant PvP's. Change the level of 30~40 raids to lvl 85 ~ 99 and make raid fights back to game!
voted other...... 1 and 2 both go hand on hand.
I like to see a combo of options 1 and 2.

Atm like all say crafting is not happening in L2, ever since god came out. But doing option 1 may not cut it. If u have agreed on the return of 34 class making away whit bound items will help make sure items stay in high value beause many wana upgrade their alts in new armor/wep and getting rid of the bound stuff will provide the players whit the much needed gear.
Hello
In my opinion, they have to eliminate all forms of computer as easy to obtain in instances that can be repeated day after day.
The equipment should be available from the raid boss "complicated", and the rest, by crafting.
Only thus can generate a class as interesting as the dwarf teacher can regain his glory.
I like all these ideas, can we have all of them?

Crafting system fixed + drops? ... i like it i love to craft (+500)

Lesser chance of Bound items, bigger chance of Standart / Blessed items? + more unbind Scrolls? ... awesome ! (+1000)

The possibility to use "old" equip as the ingredient for the new equipment? ... looks interesting, i would like to see this (+100)
Hi there I chose the 4th option because i think there its needed a combination of the first and second option in a right way.

The most common issue in a game its to make a well balanced item distribution. To make a healthier economy its needed a well balanced form of items appearing and distribution. An economy must have a cycling of items that come and go between players and the appearing and destroying of them. The model used right now gets items frozen in one individual player that when he don't need it anymore make the item unuseful by the economy.

To get rid of this there should be a renew of the economy cycling by getting rid of the bound system, improvement of the crafting system and a well balanced item hunting.

One of the most beautiful features of lineage 2 its the Crafting system that make the game interesting and more balanced between items appearance.

In addition there are a really poor development in game enjoy after awakening. It was really fun to get tier quests when reach some tier lvls as 50 60 70 and so but after 85+ there are so few of them, making them tedious and some of them unuseful. If there were added some quests to get other ways to get materials or items the distribution of items will spread far than some lucky guy in a random party and would make more fun and enjoy the hunting in other areas.

In resume I propose:

- Getting rid of the Bound System to make the cycling of items flow easier not only for 85+ but to all lvls

- Review of the Crafting System to make the items appearance more natural as they should be and make the materials of previous lvls be useful again rather than gambling in treasures chest

- Don't nerf the Raiding System because then you will have that no one will go Raiding because its not worth. When players get by 3 lvls or more far of the boss there its a great gap in the dropping rates or make it greater.

- Make some quests to get again tiers at higher lvls and to get materials or items for crafting more natural and entertaining to appear its a game for human beings not for the one that can bot more.

- Don't enhance the normal hunting drop or you will get a increased number of bots that will make the game really tedious and a lot of people are far bored of all kind of bots.
Hello,

i have a simple and in the same time basic ideea.
How about making Action house "global" for all server. In this case the prices will go down...with the new changes and updates, ppl can buy/sell easyer and faster due to the high popularity.

Just an ideea, thank you
All 3 systems are deeply flawed as they do not in any shape or form hit at the heart of the problem which has existed from day 1.

The problem is that there is a low drop rate for all items and the costs associated with acquiring anything, even hunting supplies, is not commensurate with the reward from mob drops. This is compounded by a crafting system that was horridly designed.

The crafting system should not rely on an unrealistically huge amount of materials to attempt crafting a single item. Recipies and ALL (I cannot emphasize all strongly enough, the crystal and gem idea were both perfectly horrid and poorly thought out) materials needed for the recipie should drop for a player within a reasonable amount of time. I don't want to see any more of those crap recipies which need 1400 synthetic cokes when a player will never see enough mats to make that many synthetic cokes drop after even a year of playing. And all items should have recipies with 100% success rates. It is unfair that the system is designed only for risk lovers, risk averse players should have a crafting option that they are comfortable using as well.

The blessed item system also doesn't work as it is blatantly unfair. Why should a player get a huge reward just because they got lucky? Everyone should have access to everything and luck should have nothing to do with the reward because that is unfair for the unlucky players.

To continue, when I go out grinding I don't want to have to spend more on shots than I can make up for in adena drops. I don't understand who was the idiot behind making mobs drop only 2000 adena 50% of the time and 0 adena the other 50% when the mob needs 9 BSPSR to kill and each BSPSR costs 800 adena.

If you look at a cost benefit analysis, the benefit of killing the mob is 1000 adena but the cost is 7200 adena. Killing a mob results in a net loss of 6200 adena. That needs to be fixed ASAP either by removing shots and doubling player damage output (ideal), by increasing the amount of adena mobs drop or by reducing shot cost by 90%.

Furthermore, the cost of skill enchanting, gems and tattoo dyes are way out of line with adena drops. Once again mobs only drop on average 1000 adena each. So why the heck do skills cost 2 mil to enchant to +1? Why do I have to pay on average 500 million adena to get a tattoo that doesn't suck? Why do SAs cost 80 mil? Those prices are not in line with the paltry amount of adena we get from mob drops, especially when I already showed that we lose money when hunting.

NC needs to man up and openly admit that this game was designed around botting for adena and crafting materials because no one would be able to afford anything in this game if it weren't for the infusion of bot money. And once they admit the design flaw that we have all known about for years they need to work on bringing costs in line with the drops that a player gets from playing the game normally, not with what a player can afford from botting with 7 accounts 24/7.

Yeah I know someone is going to come here and say "Just play the market" well earth to whoever you are, all the money you get from "playing the market" comes from adena infusions originating with bots.
I vote seccond option but i think 1st and 2nd are same important becose there is an entire class Dwarfs, who become usless. Spoiler and crafter becose ppl dont craft anymore, ocasionally u find a dwarf to craft Soulshots or Blessed but nothing else.
Spoil is usless right now at the rate spoils lands in hight lvls, that become usless the crafters too becose its hard to find mats and recs for crafters.
NC should check that part too i play on Chronos server for a long long time since that server was lionna and i always play BH dwarf and WS all becose my favorite part of the game was crafting system but i leave those characters wen u change all rates.
I think most ppl do that too, but if the craft system change the ones who used to enjoy that part of the game will be glad.
In the short time I play this game, I see that crafting cost (mats, keys etc) is quite high and the fail rate makes it even more expensive. Trying to get the items ready (unidentified/normal/blessed) is even more difficult because the prices are too high (I play in Bartz) because good armor and weapons are rare and many players resort to RMT. The truly-free systems helps a lot to save some money till you get to higher levels, but still it's not enough to get you a descent set to be able to play at higher levels. I think that low level hunting zones (60+) should give the players the chance of some good drops to start making their budget, or at least the rewards in Kartia/Kamaloka instances and SoA quest's to give some items upon completion of the Quest that would help the player make an avarage set. I can't remember the last time that I got something other than an element stone after completing SoA or Kartia quest. Maybe the rate of Hardener/ ingredient pouch in these quest's should increase. Also in Kartia's 90+ the reward in completing the quest could involve twilight armor or apo weapons mat's key's etc, so all the pary members could get the chance of getting something good, not only the lucky one that'll pick the drop from Pelline. Adventurer guide that spawn's after Teredor is killed could give the option of twilight mats and keys (or even a system similar to the Nursery that gives the option of geting mats like Itenium Temper and Ertel's) instead of immortal's that most players already have from diplomas, and the adventurer guide that spawn's after Spezion is killed, the option of Apo weapons mats/parts/keys. Sorry for my long post and thank you for the opportunity you gave to all player's to affect the game they love.
Well, to say this is an interesting idea is to understate how much of a change this is.
I like the idea that you can use your lower level weapons as a baseses for the next level but I don't see how NcSoft will take a +4 or better and level that up to the next grade.

The main problem that was created in GOD is the loss of the player driven crafting system. There is no reason to collect and craft any more and it destroyed a compele set (both dwarfs) of players and player types.

The Second problem was that with GOD, not only did we see a complete collapse in the value of our S,A,B grade stuff, but it was so devistating that we lost 90% of the value overnight. Never has such a thing happened in the game.

As far as these changes are concerned, I still fail to see how they address the stratification of the levels that has been created and we continue to see this in not only the clan make ups but in even the groups. >95 only level with >95. The 90's to 95 are another group and then there is the pre 90's.

The weapons and armors are such that this is continued and the game itself is now so level based there are no more groups of differeing level grades. It doesn't make sense for the players and it is further enforced by the change in play to get on and do the daily's and leave.

So how does this fix the economy? yes, a player will be able to get their needed items as they level, but they can now. If you are trying to lower the adena cost for the 95 and 99 level items, then drop increases is a good thing. I am still lost as to the bound item reduction though. These drops created pocket cash for peeps and with no resale market to speak of, this was one way to gain adena thru grinding that we now don't have since the adena amounts are screwed up at higher levels.

I think making the blessed very rare, getting people crafting and simplifing crafting again would be a good thing. Make the dwarfs crafters, remove the **** dagger crap from them and give them better pole and blunt skills.

finally, open the raids to multiple levels and make them drop in all the levels that participate. We are suppose to be a group game but you are turning this into a level game where we only hang with our level.

thank you
Hello there!

I'm a student in Economy as well as in Business Informatics... plus I am great fan of L2 since c2-c3. My opinion is that the L2 economy is far different than the one in the "old times" so as NCSoft stated are needed really hard measures... but In my opinion NCSoft must fulfil ALL of the stated OPTIONS in order to pre-organize the current economy in something more interesting and more close (even same) as the old one (which was superior in my opinion)... So I vote for ALL the 3 options to be done!
1)Remove Unidentify Items (all grade)

2)Change Boss Drop: Unidentify -> Keys and Recipes

3)Change Loot System:

-Loot for all Channel Command Members: not just the Party who pick first.

-Roll Dice Loot option (like Aion): you know why you get or not the items, and you plan who Roll for each item.

4)Craft System: use the old Fundation System to Blessed Items, whren craft, get a small chance to craft a blessed item.

5)Private Store: Make a Peace Zone Around the towns to private stores and deny to use inside the towns.

6)Chat System: in Public Chat reduce to 1 line and make cool down to 5min (count the SPACE as a character in chat, adena sellers make impossible to read in towns just typing spaces to delete all chat in chat box)

7)Chance to Drop when Dies, (higher chance when PK is Hi)
i Voted for 1st option but i wanted to vote on 1st and 2nd.
and i want to add about uneven drops :
Raid drop is ok now just need to be fixed normal mobs in hunting zones.
about the craft system its useless now becouse when u craft something its 60% recepy and plus this item is bound... so you give alot of expensive materials for only 60% and on the end u have item that is bound and it cost 5-10mil. adena.
conclusion: i think 1 and 2 options must be made
I think the best option would be a mix of the options...let me explain: 1- crafting system: right now it is useless...noone craft anything because it is to much work and risky for something available for sale faster. You added plunder skill to othel class, but now you have to make it useful. One possible solution would be add the masterwork system to grade r/r95/r99. Back un high five lots of ppl used to try crafting their weapons for those extra status that masterwork items had...and due to that crafting was something to actually look after to.. Bringing that system to higher grades would make ppl try crafting weapons for aome extra bonus. 2- raiding system: first of all we need to improve drop rate for non instanced bosses. The non instanced bosses could get revamped just like some hunting grounds did some time ago. Like the one in monastary, cant remember the name, but you could boost his lvl/status and boost drop rates...same for some other like in lair of antharas and maybe others... Why would you do that? Im sure everyone here have seen a vid from some epic footage where clans were fighting each other to get glaki/olkuth respawn back in interlude...or when 1 pt were doing the raid but when he was almost dead they got ninjaed by a pvp party that end up killing,the boss...those fights were epic...and we need to bring them back. But noone will really fight for a boss respawn when all he is going to drop is useless stuff or nothing at all (lots of times they dont even drop an item...its actually nothing). These raids would also be a good way to help with the bound items problem..adding some unbind scrolls as drops to these revamped bosses would make them really popular and this would help the community in every aspect. First because we wouls have some good daily pvp...and second cause we would help lowering the bound items. 3- consider the idea to change the l2 galleria item types: For example the power shirts and the elemental shirts. They were expensive and extremely hard to over enchant. I know you need money for the bills and profit as well..im not saying to make it cheap and easy. My idea would be to make them a shadow item that would last for 30 days Or so. Then sell the shadow item cheaper... Why would you do that? when you sold the power shirts...lots bought it...but that made a high profit in a single month and low in the next one..if you add an item like the one i said, cheap and shadow....lots of ppl would buy it every month..and that would make the system similar to when game was p2p...a constant ammount of money would be spent cause everyone would want,them, depending on the status... Sorry for my spelling mistakes...i typed this in my cell phone hehe..hope it helped
I picked Elimination of uneven reward supply.

Why?

1. a char who gets to lvl 86 gets low grade R from the mentor's guide, without uni items to get a apoc wep becomes very expensive for most of the players to acquire.
2. most people do not have access to the high lvl RBs that drop the good items on the server, which means they hunt and craft or buy the items. in order for the distribution to work more 85+ hunting spots need to be added, there are very few considering you made the game all about 85+ and the main way people have always lvled in L2 is grind.
3. i think the prices are fair that are already set, its harder to get a standard/blessed then a bound, if you want to get rid of more bound items then you should start with the % chance of acquiring one from the Armor/Wep pouches instead of creating a ginormous deal from something not many people think there is an issue with
when GoD just started

crafting was nice and didnt cost a hell alot even new players without any1 giving em few bucks could CRAFT stuff fairly cheap..

nowadays Full drops are non exist when u go pve (droprate past r grade has been nerfed to the bone) <- which isnt main problem
spoil (plunder) <-- no exist nerfed so hard its useless skill using your mp..
so gettin recipes / parts are harder to get PAST R grade i dont really care about immortal stuff :P

crafting ok the mats have been doubled to craft maybe its OKAY to do so if spoil wouldnt be hammered into the floor to be a useless skill
but then we go 1 step ahead to R95 craft u need 80k armor parts in order to click a simple item where u want us to grind 80k armor parts? its that i have CP and can just ask all people to give me to speed it up but randoms will take ages to get 80k armor parts

then lets not mention weapon parts totally over come full r99/r95 parts
i mean armor parts <- used for all crafts will always drop over let says r95 specter pants part so
spoil is useless and armor parts totally washed off the seraph parts

its simply to ******ed >.<

crafting at start of GoD was nice crafters wherent useless cus it was quite easy to get materials and u didnt need much and on top of that spoil actually worked
nowadays every crafter has been hammered into good old useless state and dagger spoil skill should be removed also cus it works once on the 100 mobs
I went with the option of "Other".

Here's my suggestion. Put an adena cap on the amount of adena each toon can have. This will put a drastic shift on the economy. Items will become lower cost so more people will buy using the AH. This will stop the outrageous prices of 1-3billion adena for an item where only a few people actually have that kind of coin. Players will be able to get the gears they want at a more reasonable price.

This will probably also get clans who farm certain gears to probably equip their clans with the stuff first, instead of everyone just thinking of "how much gold can I put in my own pocket?". It'll bring a much heavier set of clan members working together to outfit their clanmates first and sell second. Also for those who do sell, the prices will be more in range of "affordable" as opposed to people asking to borrow adena off friends to be able to buy gear.

Another successful mmorpg that I used to play (Shaiya) did this. It took the AH prices and full economy system and balanced it.
I vote for 1 option coz crafting system need a revamp asap but 4 option would have been the best or at least a mix between the first ones and i tell u why.

In the first place we need a crafting system like was before, there is no problem with the actual recipes we have now after tauti like standard and blessed but, they are too expensive and almost impossible to make it. So crafting need to be more like was pre-tauti or pre-good even when everyone was crafting their items and if u go to hunt out there for a while u need get parts/mats for that and why not a recipe/drop if u are lucky or u stay many hours there not like now u cant get nothing from hunt only exp or at least a good amount of adenas that only u can get in zones 95+
Second u need replace the unidentified to the common items (or find a new name) like before, that items was too useful and easy/cheap to acquire to ppl who don't have adenas to buy the real ones (standard/blessed) and the actual bound items must disappear increasing gradually the drop of unbind scrolls to make those items standard. Therefore u can craft the new common items cheap, get it from hunt or buy it from another player, and like now if u craft it u can get the unidentified or common later and with a small chance get a standard or blessed.
And finally the problem now is like u show us in ur chart, the ppl who want make a new set or weapon do instances coz hunt is not useful like before, and the is no raids now only guillotine, and no craft, so some people get bored of doing that when l2 was about other stuff that do instances and some of them are boring and not worth the time spent like kartia. Greetings sorry if don't understand something, is not my native language.
Although I don't play anymore I voted for number 2. It is well known that by making materials needed again and with the f2p setup spoiling and dropping materials would just continue to help botting and that is the biggest flaw in Lineage 2.
I voted for: Option 1 The Elimination of Uneven Reward Supply

One of the things that made this game so unique from the very beginning was the huge portion of map that could be well taken by the population, either for exping (solo, group or big aoes), gathering materials via drop, and party/solo spoiling. Nowadays, there is only a few suitable areas for exping, even less for loot hunting and 0 for spoiling.
I think NCsoft should focus on revamp more old and unused areas for this, bringing back dead classes or skills, and promote the teamplay like the times where we could see full parties spoiling and gathering for a common goal. That was the magic of the mid-game for me at least, i would like to get back to that kind of gameplay and revisit old zones where to farm and pvp, and enjoy a revamped crafting system more satisfying and less punishing for people who tries it or plays alone and doesnt have a group for farming and gettin' a chance of full drop.

Just some another extra ideas about general topic:

- Make a final lvl of Free stuff for 90+ lvls. After hitting 90 lvl, allow people to get X amount of X item, that grants the option to obtain Non-Tradeable Twilight/Apocalypse Gear Parts/Recipe (they can choose what part or weapon this way). This will help people who cant afford to buy the whole gear by themselves to healthy integrate into high lvl parties (such as Fortuna, where lot of damage dealers are usually discrimnated at lvl 90-91 with immortal, for example)

- Improve Attribute Crystals drop rate (or create a new gathering zone or method) along the map, specially for lvl 85-90 people. This will allow lower lvl players to get money from high-lvl ones, or easily improve their own gear. The cost of gettin a +300 weapon for a normal/casual/new player is too **** high by now, and the cost of not having this kind of weapon is as simple as not gettin party.

- Changing the current Immortal/Requiem Parts/Recipes drop zones for Twilight/Apocalypse parts and recipes (and decreasing the chance of full drops) in zones like Harnak. Immortal parts nowadays are complete useless since every people can get free gear from diplomas. This can be applied to higer lvl areas and gear also.

- Changing the possible rewards (and maybe chances) from Adventurer NPC inside Teredor/PoD/Epic PoD. This will encourage people to get their Marks everyday and try their luck for something that really worth the go.

- Revamp an old territory to something like Ketra vs Varka for people 90-95 (or how you want) where people can join a side and farm items to get more rewards.

- Encourage people over lvl 85 to Exp by raiding with a Full Party of 7 people, increasing the number of raid boss along the map, making them strong enough to kill overgeared people who tries to farm them (or make a 3-4 max lvl difference for Raid Curse) and weak enough to allow low level parties to kill them and get fun, also integrating Gemstone-R, Teal/Yellow/Purple Crystals (or fragments), Enchant Scrolls, Unbind scrolls, Seal Scrolls, Superior Giant Codex, etc as drops (be creative).

- Slightly increase the amount of adena mobs drops, and encourage people to craft/buy their own SSR/BSSR instead of making lvl 40 alts every week.

Also, focus zones/mobs on different funny and hard mechanics instead of just setting them strong attack damage and HP, to avoid automate gameplay.
Voted for the option to improve the uneven reward supply.

When i frist started out at beta items where not so easy to get at higher grades because they where all crafted so your lower grade options would stick with you for a much longer time then they do now.

Back then when you didnt have a dwarf you would have a much harder time to progress in the game which had its up and downsides but materials where a major part of the game back then and i really liked the active market to trade or exchange them.

What currently stands out is that crafting some items really is too complicated with certain item drops which only come from certain mobs which makes it a quite steep requirement for newbi crafters to get into it which makes them loose interest quite fast when they cant get hold of the sometimes massive ammounts of certain items.

I have seen how the new R95/R99 are crafted with "armor materials", "weapon materials" and "jewelry materials" and i think this may be the best way to go also to lower the difficulty of aquiring the right items.
The only thing that has to go is to require a recipe when you allready learned it as a dwarf but require a recipe for any non dwarf crafter (which helps with the previous poll option to make one class a little bit more unique again).

I think something like this for any grade could work out pretty well:
Recipe (if not dwarf)
Type of item you want to make (shoes ingredient, sword ingredient etc)
weapon/armor/jewel piece
crystal (of grade that you want to make)
gem (of grade you want to make)

Nothing else that drops from specific mobs because that makes it too complicated and possibly problematic with low / dissapointing droprates of certain items.
Dwarf spoil would yield alot more items which still makes a dwarf very usefull for better hunting results.

On the topic of bound items, they been a pain and it would be best to slowly phase them out.
In the past it wasnt like this and i dont think anyone had a problem with it.
Certain items from very special sources should remain bound though like the zaken cloak from quest to keep people interested in doing those raids and quests.

About the problem with most items comming from raids:
To keep people interested in the raids shift drops to other awesome items and special drops like one time consumables with big benefits.
Blessed scrolls, Scroll of destruction and boss items (armor, weapon, jewels) should be the best drops possible like they are now but the replacement drops could be the best one time consumables like element crystals (+150), luck stones for weapon, armor and jewels, perhaps even a tradeable 50% xp/sp potion that stacks with anything else and perhaps a couple items from the l2 store (at a very very very! low droprate to keep l2 store a valid option), just keep premium items exclusive to l2 store.
It will give people the feeling even they could be lucky to aquire a otherwise l2 store only item (even if the droprate is like 0.0005%).

Last but not least i dont think it is really possible to balance out new items against old items.
It would be very hard to predict if any (more wanted) new options would cause price drops on other items but usually they will because people will always want to move on.
I think it cant be completely prevented but old items could get new upgrades to make them more competative or even be a base to craft the new items.
Enchanted and otherwise special gear should also give another benefit vs useing an unenchanted normal piece of gear.
For example useing an +7 R2 sword to craft into an R95 sword should have a chance to either have half the effect (+4 rounded up, upto +8 for a +16 item assuming thats the max) or make it turn into a blessed item at +0 (assuming blessed state is enough to offset the loss of enchants).
Elements should drop to half aswell so if any had maxed it would then have half as to not completely kill the market when everyone updates to top tier items.

Hope there are some usefull ideas and suggestions in here and looking forward to see these changes actually happen.
I really cannot decide between the first and second option. I think executing both at same time will bring back a market like in High 5. High 5 had a nice market with a lot of variation and even people that were only doing open field exp, like i.e. Dragon Valley and Lair of Antharas were able to make some money out of their exp. Everybody was okay back then that places like Giant's Cave gave a bit better exp but lower drops. In the end the market was healthy and not controlled by the instance farmers.

The removal of Unindentified drops can only be executed the right way if Unbind Scrolls will be more commonly available. Not just from raiding Istina and higher raids, or the campaign (which is actually done by nobody because the rewards are lol). If you can buy Unbind Scrolls with i.e. Olympiad Tokens or it can be a daily reward quest (with a decent chance, not something like 0.05% like the Crystals from Kartia Group) the removal of Unindentiefed drops can be done nicely.

The decreasing of drops from raids can only be done if the overall open field exp is boosted. Before Tauti it was worth grinding in Fairy Settlement just for the drops, the exp got increased slightly in Tauti but the drops went non-existent. Prior to Tauti after 4 hours grind in Fairy Settlement I walked away with about 6 Twilight Drops (Helmets, Gloves, Boots) now after 4 hours I can be happy if I gained 1 drop. The reason why people farm the instances is because the overall exp they get for the time spend combined with a solid stream of drops outranks the open field exp. Decreasing those drops and upping the open field exp gain together with the drop chances will be only solution.

'bout The crafting; BRING IT BACK! But only if it means I do not need 100,000 Stem to craft 1 Seraph Gloves. Make it reasonable. Crafting Vesper was already a pain in the *** because way to much materials needed to even do one craft. I remember it was close to 200 Crafted Leather and 200 Orichalcum to do just one Vesper Gloves craft. In the end, unless you bought bulk and did 10-20 crafts at the same time, crafting was even more expensive then buying the items (or not worth to do crafting because you would make loss on selling the finished products). If I can exchange my lower grade mats into higher grade mats to do R-grade crafts that would be awesome. If not, please don't bring crafting back. Having over 100,000 Stem in Warehouse that I have to manually crafting into Braided Hemp, then into Compound Braid and then into 4 other items to end up with an R-grade mold would just not worth spending the time on.

In the end, after consideration. I've voted for the first option. Because I think that the Unbind Scrolls would not be commonly available unless they do a major overhaul on that system.
I vote option 1.
Why?
IN general because I liked concept of getting materials however...
Don't dear to put madness what was before.
Like grind of 11 items in specific area, specific mob for 1 month :)
Still I remember mine attempt of crafting SoV when I was 5x lvl.
When I start grind mobs ... I finished with 7 items being already 6x when mobs were blue and didn't want to drop anything.
Or getting REC for DC helmet....
I don't want to see such madness again.
Someone who eventually plan change should keep in mind there are a lot already R95 gear on market, soon R99 become more popular.
Changing right now current concept of getting items into new one, without any 'compensation' would punish all players who are not lvl or gear up at moment of change.

Saying it, don't reduce dramatically undefined weapons drop rate, especially from bosses in dailies.
It makes possible to gear up players without those bound items whole swarm of people who come now would run naked ....
Hi, I voted for the 3rd option, let me explain you why :

-> 1st option : balance area drop rate.
Many people here chos this option, mostly for the same reason :
"we want craft back !!!".
I agree with them, I want craft back too. But this wasnt the option !
This option was about decreasing instance rewards to increase field rewards. This point would be very wrong :
- your stats are showing that most of actual item came from instance, which is certainly true, not due to drop rate, but because instance are much more played than field, due to xp reward ! (casual players only care about xp, just to stay in the race, they dont have time for money)
- take a look into Antharas lair, you will see hundred of players (reals player as well as bots). Why real players would come there, despite the very low xp reward ? They are making tons of adena, that's why. Same for GoG, despite the low xp ! ATM, field already give more reward than instance. And that's not a bad point, it give a something to do between instances for hardcore player needing more adena than casual players.
- if you decrease instance more, casual players wont earn reward at all.
So, definitively, don't change balance between field and instance.

BUT, you can change kind of reward (on all area) to give less full drop, and more materials and parts to promote the craft. Anyway, this is an other point.

-> 2nd option : no more bound item for more market flow.
"more market flow" ? We do not need such a thing ! Since auction house NPC, we exchange items 20times more than we did in chronicles with private shops.
What the point of a such objective ? We can already buy nearly every possible item at every time. Every item is already offered 10 times, it's much better than before ! Now, everything have a price, easy to know.
I assume than this option was mostly selected by hardcore players. They hate bound item, because it break their adena worth leveling : they need to sell previous hardcore stuff to buy next hardcore stuff. Meanwhile, casual players just take nearly free items and enjoy the play with other players.
Bound item were the best idea ever to allow hardcore gamers to play with casual, do not change it !
According to hardcore gamer reasoning : bound item worth 0 adena, because when they'll get next weapon lvl, the previous weapon will worth 0. So they will have to buy normal item, and the market value of unidentified items will remain very low.
According to casual player reasoning : they don't have money, they don't have choice. Bound item are very cheap, and allow them to have something nearly as good as hardcore gamers. They do not care about future, they assume good weapons related to their lvl will remain cheap, or that their actual stuff wont be completely underpowered.
Without bound item you can either have :
- same number of normal item (so with same price), so then casual player would have to keep undergrad cheap stuff, and hardcore players will do clan-only group, to avoid random party with understuffed team mates.
-> life for casual will turn back to hell, as it was before.
- all actual bound item as normal, so hardcore gamers wont know what to do with their money but buying rarest items. So dyes and epic jewelry price will reach a new top, and hardcore player will seriously lose one of their objective.
Additionally, they will make more over-enchant, in result considering other casual players as understuffed, and break random party.
Last reason to keep bound item : why to remove it when we already had a bound system with the weapon augmentation system ? The augment can already worth 1/4 of the price of the weapon, and you have to lose it in order to sell it.

Bound items is the very good idea allowing hardcore gamers to play with casual. Removing it will break random party.
(just for info, my personal interest lie in this second option, but this option is wrong)

-> 3rd option : "keeping alive low grad items" - "keeping the value of low grad items" is the same.
The previous pool was about to keep the pride the player have into their caracters...
As a corean shiny looking rpg, you should know your players do not like to weir all the same stupid twilight set ... (due to the skin, I'm not talking about the stats)
As well, their is hundred of skins for weapon, but we all have to use the same ... But it's not only a question of design, or it could be very easy to apply an old design to a top-grad item.
A low grad Item is additionally having the benefit of being usable at low lvl (for subclass as example). It can be an item with a memory attached to it, and that we possibly want to continue to use. I should not be the only one, many players are keep playing with their vesper robe set.
If we could upgrade it by giving additional power when wore with higher grad capability, it could be interesting to keep in use old items.
In addition, it could provide a solution for bound items to be still used on highest lvl without penalty.
The last reason I think low grad items value should be more taken in consideration is for all the low-lvl beautiful areas we could play in, all the levels and the class we could continue to enjoy while we dont, because of the very low reward for it.
"Time = Reward" is a good idea
"Time = low reward for low lvl / high reward for high lvl characters" is not.

Thanks for reading !

Wiiip
Option 1: Elimination of Uneven Reward Supply


Problem: Areas in game that have low drops (quality or rate) are unpopular, and crafting is too costly to be efficient.
Solution: Balance the rewards among the game content areas. Overall revamp of the crafting system.



I've voted for this option.

When it happens almost all players will be level 99 and they will not need neither more equipment nor experience. If there is a reason to decrease will of people to exp in instance zones so it would be better to eliminate those instance zones from the game otherwise despite reduced rewards people will do the same - exp in instance zones no matter if there is any drop or not. Also there is only one location for certain level. So all players forced to exp in the same location at their level. When player reach level 99 so he lose motivation to kill mobs btw it happens much more earlier because of billions of exp obtained in instance zones. I guess in instances like Isthina or Octavis there should not be any exp reward and cooldown of those raid instances might be 7 or 14 days but not twice per week.

Option 2: Pausing of the Supply of Bound items and the Deletion of Circulation-Blocking Elements


Problem: the Unidentified and Bound item system is too restrictive and does not contribute well to the player economy system.
Solution: Gradually eliminate Bound items in the game by increasing the amount of Unbind Scroll and Standard items, and give other rewards for crystallizing.

If bound items will be removed from the game so what they will do with other items related to bound items like attribute stone fragments. It is a part of reward for reconstruction of Aden and some quests. So bound items should not be removed and bound items must be added to craft system. For less price and for less amount of materials people could craft items for themselves. That is not a strong reason that bound items can not be traded. So what? They can not be traded - I do not see a problem. If developers want to bring more items for sale in market so they should check how much items are on sale in comission trade atm. There are hundreds of same armor parts or weapons. Only reason why there are not enough R99 items is that drop from raid bosses has been reduced by 10 times in last game update.



Option 3: Maintaining Stability for Asset Value


Problem: The value of older items deteriorates as new items and new item grades are added.
Solution: The addition of new items and new grades in the future will involve careful evaluation and consideration of their relation to the items and value already in the game.

New grade of items is not necessary. New grade means new level cap. I doubt that new level cap will be a fun. They might add some new features to existing armors. Only way to enchance your armor is enchant it to +6 or may be to +8 and that is all even enchancement more that +6 is almost impossible. I think it would be nice idea to get something from enchancement system from other games like Diablo2 or Guildwars2 where players still forced to gather armor set but every part of armor set can be modified more than 2 ways (like now in lineage2 healer/wizard robes etc.) and with lot of new bonuses (+to some stats or new skills).
Well, I voted in option 4 because I believe that the changes that should be made ​​in the economic system for Lineage II can not be based only on a single parameter. I understand that the magnitude of the game leads us to require a more complex action involving the three options presented to us outside, ie the imbalance of supply of items of course, the unidentified items have no economic value, and stability of value Marketplace items must be rethought. Therefore maintenance carefully balanced in addressing mededa possible the three parameters presented would be the best option.


XxCoveiraxX ISS Enchanter 87 - Magmeld Server
Well, i voted option 4 because there wasn't an option "all of the alternatives", crafting is cool, completely killing the items of the past is not cool and bound items are quite restraining in every aspect...
I voted #2...when Commom" items came out...they were nvr worth as much as "Regular Gears and now an inid'd R Grade is still rather costly if ya have to buy a set... I can almost bet you with a 90% of accuracy, that ppl DO NOT want to ++++++ up or OE gaers that can not be passed on to other toons. I myslf WILL NOT ever buy another piece of Unid'd Crap cuz i cant sell it to private sellers , cant move it to other toon, sell it to NPC. No one ( in their right mind) would invest that kind of money to OE and +++++ Bound gears just to throw the armor in the Garbage can cuz ya cant get rid of it. But there is also a problem i see with the future of Gears, if ya move to raise the drop rate of Gears and deletion of Unid'd or Bound Gears is this...Those of us that have jumped on the bandwagon and bought numerous amounts of Destiny Packs for the unbind scrolls to unbind their weapons will want some sort of compensation as it would not be fair to us ppl who have invested so much money...only to have someone else come along later and get it free. Getting back to the armor for a sec.....if perhaps ya made crystallizing these unid'd items more profittable to crush, instead of a lousy few r crystals.....if said gear is +0, then fine,,,give a few r crystals...but if indeed it is say....Immortal set 60/60/60 ele and a weapon of 300...all item +3 or more...give "Garunteed" better rewards not just a chance ya get more when crystallizing
I voted for the first option, because the craft mechanics were so fun before Freya's update, where raids started to drop like hell

1st option. I totally agree!
I voted #1 pretty much for the same reason everyone else voted for #1.

However, I feel the importance to anything to do with the game is going to be when the sieges finally update. Initially it all has to do with making the dwarves a more important race/class. Since the fundamentals of the game are based around sieging castles. I feel that needs to be updated, and maybe even reinvented. Starting with the dwarf summons. After ending with the updated walls and castle doors, etc. Siege golems should be a requirement.

Once that's fixed, they should take a look at drop rate for items, and crafting.

This should happen like a cycle, rework sieges, rework drop rates and crafting.

Keep the dwarves in the game, have stuff for them to do that no one else can AND KEEP

THEM HAPPY!!! (For the record i dont play a dwarf, but i completely support all and many of their decisions.)
I choose option 2 and let me explain why. (sorry if I had any mistake, I'm not good at English).

Firstly, no one can reject the convenience of Bound/Unidentifed system. It provides us so many benefit. Comparing with standard items, bound items cant add {PVP} nor trade.

Bound items cant be trade, that is the bad aspect that makes the economy go down. We can see that more than 90% people in lineage2 server must use Bound items (due to low chance to convert unidentified items to standard/blessed). That makes these people dont have any chance to sell/buy to retrieve their money back, and lead the game to "only XP to survive". But when all peple reach high level (after 95+) they will get bored very fast.

I has played many games and realized that the things make Lineage2 more attractive to gamers than any other games are Seige, PVP system, entertainment system (fishing, game...), and trade market. Some of my friends spend all day to sell/buy items in Giran (in previous patch) because trading make him forget the boring XP.

Let's come back at our topic. I think we dont have to to pause Bound system. Why we dont make it tradable with limited ability.

I suggest making some change in Bound items : tradable, only 1 SA availabe, cant enchant over +7, cant augment.

These are some change than Bound system now, But it isnt a big change. These change above dont make a shock to all gamers, but making a very good effect.

As I mentioned, one thing that make Economy system survive and more attractive to all people is trading. More than 90% people with bound items will get bored very fast with Lineage2 if they only concentrate on hunting/XP.

Please make Bound items tradable (with limited ability) and we will see a very big good effect.
Higher chances for mobs to drop items : bigger chances for lets say low grade lesser chancer for mid grade and rare or low chances for top grade items .


PS remove bound items ...this was a fail movement when you add them ..
i think we need all 3 option but the first is option 1.
but u only can re-build craft system when u change the effect of bound item. the bound item is realy a big problem for craft system.
the bound item have all things that a normal item can have except trade, easy for get 1, cheap, if u want trade ? >>> buy a unbind. so that why they dont realy need a normal item. About bless item, just luck when you open an uni item.
NCsoft must make bound item more different than normal if u want save the craft system.
my idea is :
+ bound item will get no set passive skill when u enchan +4 or higher and cant agu !!!! for example : a normal dual dagger R+4 got passive +18 patt 506 crit dam but a bound dual dagger will not have it. why i have that idea ? because bound item realy help full for casual player to enjoy the game and against botter. A casual player can chose bound item for lv up and do instance but when he reach limit lv ( or near ) he will want a good gear for pvp and siege >>> normal item for passive skill or bless item if he can
+ the instance only drop uni item, framing area only drop matt for normal, big boss only drop full normal weapon and matt for bless item. With this craft system will be usefull for higher lv player >>> all drwaft will be happy lving :D
+ make spoil more chance plz !!!!!!!
+ make a rec 60% with only lose a 1/3 matts if fail and rec 80% with more matts need, we no need a rec 100% >> not fun.
+ when crafting a normal item, have a little chance to get bless item
sorry for my bad english ....................
i selected option 1.

pausing bound and unidentified options dont help the issue.Plus bound items help a lot people that want to play this game and enjoying the game, players who want to be 1 scale above will have blessed and stadar armors
Voted No 1: Elimination of Uneven Reward Supply

Bring back the time when spoiling and crafting works together.
This should be the jeeze where most people would be highly interested and keen to stay on the game. By introducing instance, and placing mats and item drop prioirty in it, totally kill the fun of the games.

This also negate open world PVP as there's no people around fighting for RB or normal mob.
Everyone is basically hiding inside instance. Days after days after farming inside instance kill the joy....

(Crafting )
Ncsoft totally kill the crafting systems with GOD
Does Ncsoft know that alots of player love crafting in Lineage2?
When they are bored with grinding, they switch to their dorf for crafting or alternate for trading.
How much people still bother to craft nowadays, when you can get free item from Path of Awakening.
Also, you can get all sort of Rgrade gears from various instance.

Apart from this, Ncsoft make the Warsmith/Maestro redundant.
As they are no longer the only class that can craft.
Warsmith/Maestro are suppose to be unique.
With crafting system as good as non-existence, as good as half of Lineage2 gameplay is gone.
When Crafting system fail, the economy fail.


(Spoiling)
Ncsoft make all the lower mats redundant in a way.
Which as of now is useful only with the ADEN constructions systems.

Ncsoft should improvish this, keep it to basic.
Instead of hunting and spoiling from instances or high level mobs

Make lower level mats (bone, stem, thread..etc) useful for higher grade crafting for Rgrade and above.
Adopt the old crafting systems.
10 bone = 1 coarse bone powder (raw mats to lvl 1 mats)
10 coarse bone powder = … (lvl 2 mats)
(lvl 11 mats)...
(lvl 12 mats)...
(lvl 13 mats)...
...

This will make people playing alternate as spoiler, another way of getting away from grinding of main toon.
With Crafting and Spoiling back in place, which they always co-exist.
You get back the economy, which is as good as half the gameplay of Lineage2.

If option 1 and 2 can be implemented, I'm sure Ncsoft can turn this games around.
Personally I did not like this system with Bound,Standart,Blessed items!
Enchant bonuses between bound and blessed are too big,and it's pretty nasty.
I liked a lot - much more the old Masterwork system than this "nonsense".
Better would be if the bound items are removed,and blessed items to make like the old MW (Masterwork)
items without this large difference in enchanting bonuses.

P.S. :: Sorry about my english.
I have voted for the first option.
The reason I've voted for the first option is that i think this will change the economy in Lineage 2 in a good way, the craft, the forgotten way to earn stuff nowadays is almost forgotten, almost no one uses it, thus some of the crafts are too expensive, and better, faster and cheaper way to earn craft is drop...

The reason why i haven't voted for the second and the third option is that it won't change the economy of world of Lineage 2 a lot, thus those things are not so important(my thoughts, i don't know about yours), but still the best thing would be to combine these three options into one...
hi.
my idea would be, to drop the recipe success rate to like 10% to 5% and make material drop alot higher so ppl could get like a small gamble/bonus thing... so it would be like in 20 hours of grinding would get you enough mats to try to make a part/wep... but trying to craft wouldnt be anyones main thing... exept spoilers who can get that ammount of mats in like 5 hours?

(those times i just throw there so no need to cry about like 20hours is not enough or its too much... thats not my point here:P )

so it would be like a bonus of grinding... and new commers would get lvl 1 to 85 enough mats to try their luck once or twise when they hit 85...
(it would give me the strenght to lvl up at higher lvl's to have a change to get something after some exping...)

and 2 good thing would be that if all items would be better connected to npc shops... like if npc pays you 200mil for twilight weapon and 400 for r-95 and 1bil for r-99 it would control the prizes and no one would sell twilight for 50mil if npc would give you 200... and if crafting system would be like that 5-10% success rate current material prizes would fit just fine...

im not a programmer or what ever but i guess that should not be too hard to change those npc prizes and add drop rate... ofcourse current recipes should be wiped off... and new ones made...

(and no im not saying its easy so shut up:P im saying that if they have made this game it must be something that they are skilled enough to do:) )

but first thing would be increasing those item prizes...
second start makeing that huge work with crafting system...

and those path to awakening items should be forgotten... now is too late tho but it was 1 thing that got this thing go down...
(but not yet cuz i got scammed and i started again today;D

and just take that bound thing away... hate em:D

and srry if (or now that) i got some of you mad im just saying what I would like...
anyway hf yall:)
I really agree with you.
I have played L2 almost 6 years ago and it took me a full year getting almost duellist. During this time I loved crafting OE and farming with the manor system. Every item I dropped was a wonder and trading was also a really enjoyable part of the game. Even class quest for different races were harder but far more interesting.
Now it took me fews monthes to run to lvl 86 without taking care of drops (most peoples don't even take the drops running to kill next mob). That's because you get the best set every time you reach the next grade...
Even dropping 5 R grade armor parts don't make me happy as I know I can get this kind of unidentified things for a few kk...
Loose lot of flavour and reduce my envy to pursue playing now that I would need billions to get better stuff ???
All that to say that I agree with him and choose 2. I have too few experience on raids but guess that's true too.

cu

I voted for option 2, but i think that option 2 and 1 are both crucial.

I think that one of the great points of lineage 2, was the epicness of each armor set or weapon. Especially during early chronicles they were hard to acquire and that gave them not only high purchase value, but also an epic feeling for wearing them. Bound and inidentified items contributed at loosing this feeling and in addition to this they made crafting an item and gathering materials pretty much useless. One side effect of this fact, is that the dwarven population is so low (except the shops :P).
Excepting that, acquiring an unidentified R grade armor set or weapon is too easy and cheap, which renders investing on S or lower grade items moronic. The whole game experience became a race towards level 85, and all the content of the game until that level is something that players don't value at all. This of course is not a direct consiquence of the introduction of bound and unidentified items, but this part of the game encourages this "behavior".
Some other things that i'd like to mention are:
A) Transition to a 4th class makes your player so much better and overpowered than before, there is a huge gap between a level 84 hawkeye and a leven 85 yul archer regarding their power for example. This fact makes the game a race towards level 85 as i said above and most players ignore previous gameplay experience and items/equipment.
B) There are few R grade armor sets and weapons (considering R95 and R99 are other item grades). Even if crafting is enhanced and reintroduced in the game, everyone would be hunting for the same parts and materials. This also reduces the epic feeling of using these items i mentioned before, since everyone is pretty much wearing the same equipment.
C) Focusing on crafting items (option 1) and reorganizing this part of the game is something i like very much and is something that, i think, should be done no matter what, but bound and inidentified items should be gone as a first step to this direction.
D) One other thing that imho must be changed is the reward system for quests. I believe that the average quest reward considering the average amount of time and effort it takes to complete it is very low (yes i know there are some easy daily quests for example, but they are the exception, not the rule). Acquring materials and items via quests is something that needs to play a bigger role in the game.
2nd option would mean to remove SSC/SSD from shops and path to awakening as well restoring the game properties.. due to lack of time or patience to play it we managed to cut it some way, naw it needs to get back to its basics.
Option 1: Elimination of Uneven Reward Supply


I voted for this option because its the main cause of problem 1 and 2.


* Too many items, recipes and blades are required to craft a weapon.
* The success rate is low "60%".
* Its better to buy the weapon for 100kk, rather than spend 70kk on its items, blade, recipe and then fail.


Your first try to help players and control the situation was adding, Common Items and it had failed. Your second try to deal with this issue, was adding Bound Items which was good for PVE, but the minute you walk into PvP, you realize that you need Standard Items.


The bound items limitation is not the main cause of failing to add to the economy. The path of awakining has played a big role:


* Crafting is not needed anymore unless your looking for TOP R Grade or TOP R95 or TOP R99.


* Who would use bound items when you have everything from the path of awakining from C Grade to S Grade. Then you can buy Immortal R Grade with your Diploma.


You tried to solve the crafting problem by adding common items, but they were so useless, they did not fix the problem or cause any economy problems. So it was added, then removed and no one noticed!


You did not learn from the first mistake "Common Items", So you tried AGAIN to fix the problem by adding Bound items, which has become a problem of its own!


So the bound items which were supposed to be the solution for the crafting problem, became a new problem.


If you fix the crafting problem, no one will need the bound items anymore.


So im not going to discuss in details the bound items problem, because its the result of a failed fix for the crafting problem. Anyway, you can simply stop the supply of bound items and then increase the amount of unbind items, which are almost impossible to find ingame by the way!


Fixing the crafting problem is fixing the economy.


* Lower the amount of items needed to craft.
* Increase the drop/spoil rate from mobs.
* Increase the success rate.
* Make the old items upgradable to new items so it can be used in crafting R grade!


Then you will have everyone back to spoiling and crafting.


Some or many will argue that increasing the drop/spoil rate will help bots and adena sellers. This is not true:


* Bots are always there, killing and spoiling whether the drop rate is 0.01% or 100%!


* When the item drop rate is very low, no one will waste his life farming it, bots have no life and will farm it!


* When the item is rare and only 24/7 bots have it in quantity, the person botting will be selling it 100k each! No one has it so either buy from the bot, or make a spoiler and waste a month farming it!


* When the drop rate is high enough, everyone will have it, the bot price will be the same price as the normal player. Its simply called competition!


Maintaining Stability for Asset Value



This is problem is called: LIFE!


Your core2duo laptop is not worth what it used to be 5 years ago, and now your Core I5 laptop is not worth what it used to be last year.


Each time new items are created, the previous items value will sink.


So if you feel its a problem, then it only means that you are creating/releasing too many new items, every few months.
Voted for the first option ,AND CHANGE olympiad rulles .Why ?Because player lvl 86 VS player lvl 96 .... without chance,no way. huge difference...
I've voted for: Elimination of uneven reward supply

Crafting system in Lineage II is something to be proud off. Your private quest to farm the items needed to make your set with the help off your friends remember me the old days.

Nowadays the cost to craft something don't worth the risk, since the drop rate of unidentified items is high and the crafting on unidentified items is high compared to the item price.

By the way, removing bound items from game doesn't sound reasonable for me, even in a slow and gradually way. This is the era when every kind of people have the same set, no matter who. Old players, from the big clans, wear the same armor as new players, just because of the bound system. Of course, higher level players, who have more adena to spend, will probably look for over enchanting and blessed items, but this is the first time when you can see all of them wearing the same gear, getting the same bonuses, having the most equal base p.def/m.def ever. But I know that buying unidentified is a way that you can't get your adena back later trading your set to improve to a new one.

So do the control of item grades and new items. Lineage II is a game from 2004 and it's still on top because the innovations added from time to time. Controlling the item implementation won't be an effective way of improving the economy.

For me, the #1 option is, for sure, the most proper one, since it will bring back the game crafting and will help new players or lower level players to keep the pace with the economy, since their hunting areas will provide drops that can help them improving in game :)
Once again I voted other just because I wanted to pick all 3. Why not have 5th option all and above. Fixing just one part of this is not enough to bring people back. Hate to say it. Ok

1,Option 1: Elimination of Uneven Reward Supply Problem: Areas in game that have low drops (quality or rate) are unpopular, and crafting is too costly to be efficient.

Solution: I would like to see see the epic raid bosses drop more items and have higher chance of dropping there boss jewelry. Most of the drop % from basic mobs are just fine.

Crafting as of right now its not helping anyone. I would reduce the cost of the item require to make items by half at lease, Make it so that its a 100% craft but like some one said above a few pages. so like 60% will make bound items, 30% standard and 10% to make blessed items. Then maybe add a crit on craft so either A, let the player who is making the item (not the dwalf crafter) get a double of item, chance of all mats only using half amount, and or give the dwalf crafter maybe a the item that was made a bound vs of it.

2Option 2: Pausing of the Supply of Bound items and the Deletion of circulation-Blocking Elements
Problem: the Unidentified and Bound item system is too restrictive and does not contribute well to the player economy system.

Solution: I like the bound items. It did fix a few things like preventing people who cheated and drop there items while it was being in chanced ect. Remove all unbound items in game. I would just make it so u talk to either black smith of mammon or the black smith in the airship and just make a fee to change it to a standard item. Ect, 10 mil for immortal each peice, 20mil for each twilght ect.

since the 2nd option mention about the economy system. Why not just set a price of each item in game so you do not promote scammers in game and I can tell you that will be less adena sells in game (unless you really do promote them) because the items are at a fix rate and prevent scammers tying to sell items for max money ect, even thou you have to have max money to buy the item ect. So lets say this if twilight item base fix rate of maybe 50 million have it so we could at lease maybe sell it for 3 times amount ect, not prevent it from being sold for 4 times of amount.

option 3: Maintaining Stability for Asset Value
Problem: The value of older items deteriorates as new items and new item grades are added.

Solution: on this one make it so we can able have access of crafting the items earlier. I have always hated that to either get the tw gear ect that you had to be gimp at the same lvl mobs you are making it almost difficult to get gear. Just make it so to get r99 gear we can get at lease the mat and rec of items in your r95 so when we do hit that lvl we have the gear already.

I loved what you did with path of awaking, But hated that you screwed the people who have played before God came out. ect. I am unable to require the items. another example. When i made a new sub let the path of awaking says i able to get the rewards but once i get the lvl its invalid, make it so at lease we are able to get the lower rewards at lease once. also this will prevent people making new subs inquiring and getting rewards.

Since we are on the subject of items can we please make it so that we have the full details what the item is used for. so when i hover over an item or box it tells you what u are able to get whats inside the box ect, or have maybe a in game option so u can right click item from anywhere and it will bring up a screen that tells you all the awards you might be able to reap from them.

Thanks for reading my long post. and sorry for the miss spelled words and grammar.
good Day

I'm using a Google translator. I chose to delete the items Bound. Actually I think sets prices too expensive, sometimes exaggerates the people in charge, even knowing that the amount of Aden falling by moob is small, and the places where it falls much adena, if only in a party, which giving the same ends.

I hope that if you delete the items Bound, which rewards the players, because I spent a fortune on my TW, joining Aden, and then I lose my set, because this Unbind Scroll costing 350 kk adena, this is absurd, each Scroll this costing 350 kk adena, where have you seen it, or if I need to put a whole set, jewelry, sword and shield, standard, since I am Sigel, had gone double or triple the price I paid on set. Or when it does, turn the machine on standard sets, or even create an NPC that will do this, and after a while, this NPC will disappear, will clear it for free or for a symbolic price of adena. For the players can not leave damaged, mainly that player already has full element and everything ... I hope to do things with consciousness.
Unbind Scroll must be sell in town, with a moderate cost.

r Armor: 30M
r95 Armor: 50M
r99 Armor: 70M

r Weapon: 100M
r95 Weapon: 200M
r99 Weapon: 300M

If you need to sell anything, you have an option. This price is to make a diferent with undefined and Standard.

You can buy in auction a undefinid Apo cutter by 100M, and its become Bound. Ok. Some day next, you wanna sell its, and buy 1 unbind scroll and you can sell its by 200M, same price now for a standard Apo Cutter.

You can buy a full undefinid TW set, and becomes bound. some day, you can buy 5 unbind armor Scroll by 150M cost, and sell your set again.

If you dont wanna sell this Scrolls, let Maestro Ishuma or mammon do this job for the same price.
I voted for Other, or to put it simply for "Some of the above"

You can find my reasoning below

Executive Summary


Option 1: Elimination of uneven reward supply


Problem: Areas in game that have low drops (quality or rate) are unpopular, and crafting is too costly to be efficient.
Solution: Balance the rewards among the game content areas. Overall revamp of the crafting system.



I don’t think it will succeed. If NC wants it to succeed it must either lower XP gains from instances as well or reduce their frequency and raise open field XP as well to make it more desirable.


Solution: Balance the rewards among the game content areas. Overall revamp of the crafting system.


By all means do it but revamp other parts of the game as well (manor for example, give castle owners reason to set it up again include new codices, PVE/PVP R99 stones, unbind scrolls etc..) and give the option for 100% crafts at reasonable material costs.


Option 2: Pausing of the supply of bound items and the deletion of circulation-blocking elements


Problem: The unidentified and bound item system is too restrictive and does not contribute well to the player economy system.
Solution: Gradually eliminate bound items in the game by increasing the amount of unbind scroll and standard items, and give other rewards for crystallizing.



Don’t do it gradually! If you’re going to do it just abolish Bound items altogether in one swift move.



Solution:Gradually eliminate bound items in the game by increasing the amount of unbind scroll and standard items, and give other rewards for crystallizing.



Do it, but either make sure unbind scroll are cheap to get or give option for changing type of bound items like A-grade.


Option 3: Maintaining stability for asset value


Problem: The value of older items deteriorates as new items and new item grades are added.
Solution: The addition of new items and new grades in the future will involve careful evaluation and consideration of their relation to the items and value already in the game.



Completely irrelevant in my opinion. New areas, new challenges most of the time require new stronger, better gear. Value will always be found in equipment for players behind in level than the seller.

For those bored reading just skip the Analysispart and go to Epilogue
For those in a reading mood feel free to continue :)

Analysis of Western L2 economy



What improvement for economy and item crafting should the dev team focus on?


this poll aims to choose one area of improvement to focus on.



So the development found out there is a problem with the economy and wants to tackle it. That is all fine but in order to answer one must first know why and for whom?

L2 in NCWest or L2 in NCKorea?

Because we are taking about 2 completely different games in practice.

Korean L2 / Western L2 Differences
(According to a series of different postings by Elmar (Yidao on official forums) posted on Rochand (http://boards.rochand.com)as understood by yours truly and personal observation)


Overall Server Population Size (High Population vs. Medium/Low Population)
Korean L2 economy is huge compared to Western L2 economy. The smaller the size the more balance changing the effects will be. And as small economy it is much easier to be manipulated by a small group of players.

Server Average Player Level (High lvl servers vs. Low/Medium Lvl servers)
Korean servers average player level is higher than Western servers thus having different kind of problem to face and issues to balance.

Time Zone Distribution (One Country vs. Many Countries)
Korean L2 is played exclusively in Korea were all players reside in the same time zone, meaning higher density of players in peak times and weekends leading to an easier gaming experience. Western servers players are spread out throughout the world, making the lower population seem even less and making partying and xping much more challenging.


Player Ethics/Mentalite (Cooperation based vs. Highest achiever mentality)
Western players are not of a cooperating disposition to begin with. Their mentality is one of who will be the best at any expense this can have on the game or fellow players. Whatever cooperation exists usually stays between the confines of one’s constant party or clan/ally at best. Korean players like to be the best as well but their approach is one which being on top comes as result of cooperation not the main scope of the game.

Average Player Real Life Disposable Income (Approximately same level vs. Big Income Gaps).
Playing within the confines of the same country puts Korean player in more or less the same level of disposable income for gaming. Playing at Western servers means on general that players from Greece/Brazil for example have much less disposable income than North American players or even less when compared with players from countries like Norway/Sweden were disposable income can be even higher. A look at the Big Mac Index (http://www.economist.com/blogs/graphicdetail/2012/07/daily-chart-17) is indicative of what I mean. Especially after the introduction of the NC Store with Pay-to-Win items (latest DEWR (http://www.lineage2.com/en/news/store-promos/ncoin-promo-9-26-10-2-2012.php) promo comes to mind) in the west, the gap has widened even further.

Point of Play (NetCafe vs. At Home)
For Korean players L2 is a highly social activity taking place mainly in a Net Café thus putting peer pressure to comply with an unspoken code of ethics that prevents actions such as botting or RMT. In western servers on the contrary playing L2 is mostly done in a home environment were phenomena of illegal behavior and cheating can more easily flourish.

Game Version/Management (Higher Reward Events/Drop Tables vs Lower Reawards)
Like it or not Korean servers L2 events and some Drop tables are different and most of the times provide better rewards. Latest example is the reward for this actual poll series (Blessed R95 Scroll in Korea – Blessed R2 Scroll in NCWest servers)


Because of the above differences, it is my belief that the proposed changes will, with high probability, fail to improve the Western L2 economy in a meaningful way.

Western L2 very broadly has the following demographic categories of players:

1. Hardcore PVP–players (key characteristics: High NC Coin spending, Lvl 99 exp target, High OE equip target, highly organized xp partying, 1 main toon usually, PVP power Driven)
2. Wannabe PVP–players (key characteristics: Low-Moderate NC Coin spending, Lvl 99 exp target, Moderate OE equip target, High-Moderate organized xp partying, PVP power Driven)
3. Hardcore PVE-players (key characteristics: Moderate- High NC Coin spending, High lvl exp target, Top equip target, highly organized xp partying/solo boxing, 1+ toons considered main, In Game Wealth DRIVEN)
4. Moderate PVE-players (key characteristics: Low-Moderate NC Coin spending, Medium lvl exp target, Medium equip target, Semi-organized xp partying, 1 main toon usually)
5. Alt-O-holic PVE-player (key characteristics: Zero-Low NC Coin spending, No lvl exp target, Low-Average equip target, No-organized xp partying, 1+++ toons considered main)
6. Aspiring FTP achiever (key characteristics: Low NC Coin spending, High lvl exp target, Moderate equip target, Moderate-High organized xp partying, 1 main toon)
7. FTP loader (key characteristics: Zero NC Coin spending, Νο lvl exp target, Νο equip target, Νο organized xp partying, 1 or many toons)

There is a special group of NC West players that have a different qualitative characteristic that transcends the above categorization and that is knowledge of future updates happening in Korea before NCWest.
Usually the biggest part is comes from the hardcore categories with different drivers underneath (mostly PVP power in case of 1, economic profit in case of 3 or combination of both at lower %)

So for whom does NC want to improve the economy?
PVP-ers?
PVE-ers?
Hardcore vs. Casual players?
New vs. Established players?
All of the above??

This is the most important question the Development team must answer first because pleasing one group will demotivate the others if not done in a balanced way. Lineage 2 is a business after all and its aim is real life economic profit in the end.
Success or Failure for Development Director, Gon Namkung will be ultimately judged on whether his decisions improve the bottom line or not and the ability to sustain these profits in the future as well.

Pleasing Hardcore PVP-players (let's not fool ourselves, PVP players spend the highest amount of NCCoin/char in their quest for power) has the risk of driving away new players and some old as well, thus hurting the already low population. And without the PVE-ers the PVP-ers will leave themselves in the end.
Pleasing the PVE-ers will establish a good population (although with Low/Moderate NCCoin spending) but alienate the PVP-ers who will leave for the new fad, thus removing significant income from NC's bottom line.

And so on, so on for the other categories...

If Development Director, Gon Namkung wants to reform L2, which clearly seems to be his intention, he must think hard before taking any decisions.





Option 1: Elimination of uneven reward supply


Problem: Areas in game that have low drops (quality or rate) are unpopular, and crafting is too costly to be efficient.
Solution: Balance the rewards among the game content areas. Overall revamp of the crafting system.



As the included diagram in Chief Developers' message clearly shows, Outdoors (i.e.non-Instanced) PVE is currently DEAD (http://www.lineage2.com/en/news/community/economy-and-items-poll.php).
To put it quite simply, introduction of GoD and later Tauti updates rendered outdoor PVE almost useless.
Introduction of instances and highly unbalanced XP rewards vs open field PVE forced most of the above demographic groups to prioritize instance/dailies XP over outdoor hunting.

L2 in the West is not a social game at a Netcafe where you spend as much time as possible as in Korea. It is private gaming at home in most cases. A Western L2 player can easily spend 2-3 hours per day doing only instances which is the limit for most L2 players with actual jobs (i.e. potential NCCoin spending players).

Here is an example:
An organized 95 lvl player with a constant group, needs the following, on average, per day:
25 min Kartia Solo (Reason: XP)
20 min SoS Daily (Reason: XP)
25 min Kartia Group (Reason: XP)
2-3 min Epic Spez (Reason: XP/Drops)
30-40 min GF daily (Reason: XP)
25 min Fortuna (Reason: Drops)
Including slack between different daily activities (instance zone reset, people taking BIO brakes, etc.) it adds up to approximately 3h/day
Also consider two times per week the days when there is raiding
20-30 min Istina Raid (Reason: Drops/XP)
60-120 min Octavis Raid (Reason: Drops/XP)
(well geared vs. poor geared party mates for time variance)

All these are standard tasks for a player in an organized clan per day so he can be at the same leveling curve as its guild mates and done in an organized manner (i.e fixed meet hour, no searching for party members, good cooperation between party members, no server emergency setbacks etc.).
You will see i have left out other instances (SOA daily Q for example,Balthus expedition etc..) as the above are considered as a bare minimum.

If Dual class/Alt exists add even more time needed for their dailies. And as levels go up more & more dailies & instances are added needing even more time.

Who will go then to XP for crafting ingredients drops after all of the above even if drop rate is increased?

Organized players with end-Game in mind will still prefer instanced/dailies XP because it gives ACCESS.

What i mean with ACCESS?
Here is a small example:
Hitting 95 gives you ACCESS to Octavis Raid --> Specter Weapons/Epic Jewellery (High Adena market Price items) Drops --> Good Adena even when divided by all party participants --> Better use of available time!

L2 was and still is mainly a Time Investment.

The more you put in the better chances at in-game rewards.

Just consider what NCStore mainly sells and what they do.
XP Boost items (XP Runes, Dragon Runes etc.)
Same time invested, bigger XP rewards --> ACCESS & LVL -->More Adena income, More PVP power
Vitality items
Same time invested, bigger XP Rewards & increased Drop rates --> More Adena income, Better PVP gear
Kartia Re-use Passes
Extra XP rewards --> ACCESS & LVL -->More Adena income, More PVP power

Let’s go then to the proposed NC Dev team Solution:



Solution: Balance the rewards among the game content areas. Overall revamp of the crafting system.



Let’s say NC goes through and Reduces amount & chance of Raid drops and Increases open field drops.
Smart/organized players with limited time will continue to go for the XP and chance of an Epic Drop from Raids. A 2-3+++ billion Istina/Octavis/Tauti/Antharas/Valakas Epic will beat a random Twilight/Separh/Apo/Specter/Eternal open field drop any day.
Smart/organized players with ample time will also go for open field XP after instances.
Non-organised/Casual players will go for open field xp. Good luck selling your drop for decent amount of adena when it drops like candy for everyone.
And good luck competing with the 24Seven players for whom time has no meaning and who will definitely flood the market with items destroying value for everyone.


Solution: Balance the rewards among the game content areas. Overall revamp of the crafting system.



Let’s assume that NC Revamps the crafting system which it single handedly killed by nerfing material drops to oblivion and at the same time putting insane material requirements for 60% chances on Korean random.

First of all should it be done?

YES! Crafting was a favorite pastime for many players, contributed to the economy and adds much fun to the game.

Should it be the primary source of equipment, as it is implied?
As it is now, definitely NO. Just imagine a newly awakened player gathering materials only to fail several times based of 60% Korean chances and being out of funds. Disaster.

In order to help lower lvl players (high lvl players already have either funds/access to money making features of the game) 100% recipes must exist and material requirements significantly lowered.

This is just if someone wants to craft for self-use, as 24Seven players will gather so many materials that there will not be any profit making out of it.

The trick in being successful in L2 in terms of adena/gear and enjoying the game is to:

Either beat the average server level and gain access to content that others don’t have (90+ quests giving Twilight Upper armors, One group Istina xping, Specter weapons dropping in Orbis,etcetc content features that changed with updates giving access to selected few that got their levels first or access to content now that gives equipment that the rest of the server will need in the future) and farm it or find a niche market and farm it until others catch up with you.

Unfortunately for new legit players both of the above are equally hard because:

In the first case by the time you’ll get higher the whole server will have moved up as well. In order to beat the server leveling pace you’ll need real life cash for XP Boosts, lucky drops, and access to friends that will take you to content (example: being just lvl 90 and finding a 95+ group to take you to Istina or powerlevel you in 95+ places)

In the second case most niche markets either have already old established players or if it is something that will be introduced older players will most probably know before or have the means to farm it better and faster (The players checking future updates on Korean servers being some of those).
Niche market profiteering can not in the most cases be sustained for long. It usually gives big profits but for a small amount of time, because after a while other players will catch up.


Which leads to the next option:


Option 2: Pausing of the supply of bound items and the deletion of circulation-blocking elements


Problem: The unidentified and bound item system is too restrictive and does not contribute well to the player economy system.
Solution: Gradually eliminate bound items in the game by increasing the amount of unbind scroll and standard items, and give other rewards for crystallizing.



Let’s start with the problem first.

Is the bound item system restrictive? YES it definitely is.

But is it a bad thing per se? Not quite and I’ll explain further.
Bound items provided a cheap way for new players to equip their characters and start playing. Bound items are exactly the same as standard items (except for weapons but we’ll get there soon) providing the same functionality with lower cost.

Only major difference is the 2nd SA ability of standard/blessed weapons but let’s be realistic if someone doesn’t have enough adena to buy a standard weapon is there any chance that he’ll have enough to pay for Gemstone R for 2nd SA????

What is wrong on NC’s side is the nerfing of the Drop rates of element stones which are in effect a sunk cost (http://en.wikipedia.org/wiki/Sunk_costs) on bound items.

In contrast with pre-GoD chronicles element stone drop rate was nerfed severely in order to promote Kartia instances.

Right now on Chronos buying an Unidentified Twilight armor peripheral piece for 2-5 mil Adena and then putting on it the equivalent of 15-20 mil of element stones to make it 3*60 just doesn't make sense investment-wise. And let’s not talk about element crystals/fragments that have a chance to fail. This is what makes bound armor items a bad but nevertheless necessary investment.

Bound Weapons are even worse. You need a significant amount of element crystals to reach 300 (thanks to recent element changes that actually make it prerequisite to be efficient) + SA costs. All for something you cannot trade.

Its Bad for the Old players but Good for the NEW ones the Free-to-Play model tries to attract.

Does contribute well to the player economy?
If by contribute NC means availability of equipment, Unidentified items market is very much alive (profits are low for sellers but buyers can find anything they need), element market as well, and prices for Unbinds through the roof (Another instance of NC shooting itself on the foot, giving Unbind as a reward for Campaigns with less than 5% chance to work. And then we wonder why Campaigns are a failed game mechanic at the moment).


A side effect of low unidentified prices for armor was the appearance of +6 bound armors for many players a feat not easily possible before (this in cooperation with free EARs from the Mentor system).


Option 2: Pausing of the supply of bound items and the deletion of circulation-blocking elements


Solution: Gradually eliminate bound items in the game by increasing the amount of unbind scroll and standard items, and give other rewards for crystallizing.



First of all gradually eliminating will create much confusion and discontent. If it is going to be done, do it once off. Just stop uni/bound items from dropping and crafting. Keeping a middle solution will just lead to new standard items being expensive as now until all the Unidentified items stock that players have amassed during the last year, with low price are consumed. It will just have the opposite effect of what it is aiming to achieve (i.e. Lower/Balance prices for standard items)




Solution: Gradually eliminate bound items in the game by increasing the amount of unbind scroll and standard items, and give other rewards for crystallizing.



If Unbind scrolls are going to be increased in volume, it must be a very big volume to allow bound items to contribute to player economy. Seriously if unbind scroll market price doesn't drop to 20 mil max by oversupply, no-one is going to use it on Bound armor.
Bound weapons maybe see some unbinds depending on OE.
Best bet would be to add it to already existing game mechanic as an achievable reward in a logical time frame but actually working this time not like Unbinds from campaigns.

If Unbind supply is not planned to be such, so as to reach low prices, give at least players with bound equipment the ability to switch among armor/weapon types like in A-grade through the Blacksmith of Mammon/Ishuma (for example ability to exchange robe bound items to heavy or light, or weapons to other weapons of same grade with keeping Element/Enchant status!) so they can at least get some more utility of their gear on Dual-class/Sub-Class.


Option 3: Maintaining stability for asset value


Problem: The value of older items deteriorates as new items and new item grades are added.
Solution: The addition of new items and new grades in the future will involve careful evaluation and consideration of their relation to the items and value already in the game.



First of all the deterioration of older items value is not a problem it is a reality and correctly so I might add.

Value of an item is based on supply and demand.

Both of those, in L2 universe are connected with the average level of the players.
Fastest levelers, either farmed their gear for free or bought it at high prices.
Having access to higher level content with their levels and gear they, in turn, started selling still rare gear at high prices as an indirect compensation for getting there first. As more players gear up and their average level gets higher more items are supplied, supply beats the demand, hence the prices drop.
And all this without a single new item gear introduced since one year ago that GoD hit the NCWest servers.

Inspection of current Auction House equipment prices on Chronos indicates that the average L2 player is already in Twilight/Apo gear (the last frontier of TW Upper armor pieces has significantly dropped in price in the last two months) and some have already Seraph armors as well (prices for most peripherals at least, are low mainly since Seraph drops are accessible from Fortuna, an R-90 requirement instance) with only Specter weapons keeping high prices (due to lower supply, coming from the 95+ level barrier of supplying content).
This means that players are starting slowly to hit 95 or are in the 93-95 range.

In the short term future, players 95+ that can supply Specter weapons will get richer. After some months the barrier for successful gear supplying players will move to 97/98 when the average server level hits 95 and people will start considering upgrading to Standard/Blessed R95 or even R99 gear.
(Currently R99 gear is low priced compared to R95 gear levels, solely because demand a.k.a 99Lvl players are not enough to absorb the supply).
So the high levels will continue to profit, the average levels will continue to pay, and the low levels will gear up in market opportunities from average level ones that want to upgrade.

The example of S-grade items value deterioration provided by NC-Soft is completely it’s own wrong doing. Introducing the Path of Awakening (PoA) and making the leveling curve to 85 radically easy, in order to promote the GoD update and Free-to-Play standard, killed the market for anything up to S Grade (not to mention the inclusion of items in up to S-grade at the Luxury shop). After some months they killed the S-80/84 market too by extending PoA and not lowering the GemS requirements for S80/84 weapons SA, although S84 equipment especially, could find use in early R-grade levels at the least. It wasn’t a good move market-wise for the old players but it was a necessary move in order for the Free-to-play model to succeed and attract future customers. Whatever old gear is left on the servers will most probably be used on alts/subs most probably than used as ingredients for new crafts especially if the crafting system is successfully revamped.

Epilogue

To close up NC Developers must seriously consider as well re-engineering some hidden costs if they want to truly balance the L2 Economy.

A 99 player that needs billions of Adena to Over-enchant skills will always sell gear that his level allows him to farm expensive.
Although not 99 yet, I’m sure that getting one skill to +10 involves an investment cost of close to 0,7-1 billion Adena on average depending on luck. Higher level players can confirm or deny my claim.

Dual SA costs are ridiculous especially from R95 grade and above.
With 1,5 Billion cost for Gemstone R for Dual SA at 95 you can easily get a second weapon. I don’t even want to talk about R99 (6,3 billion btw).

Putting PVP/PVE option at R99 weapons costs for gemstones R alone close to 4 Billion+1 billion for Energies + crystals is just absurd.

Legendary dyes ? 1 to 1,5 Billion per dye set if bought from the market. If trying to do it yourself from NPC just don’t ask, the sky is the limit.

How do the developers think that the average legit player will finance these equipment upgrades after getting everything else needed is truly beyond me.
The size of western L2 economy just cannot support these kinds of costs.

The Chinese farmers have long left the Western servers.
Whoever wants to find the owners of the 24Seven automatons need look no further.


A 6year running L2 player.
Voted option #Other

I think many things needs to change, more or less back too what it was before GoD.

The days when you needed to hunt for materials,
The days when crafting was a big part of the game,
The days when you had a goal, a carrot to look forward to and not like today, only try to get as much adena u can to buy your weapons and armor or other stuff you want.

The market was a good way to earn extra adena, still is now but in another way, Bound items destroying alot of the market, players losing alot of work and adena getting bound items and not being able to get the unbind scrolls or sell the bound items when they are outdated.
The crafting system is currently useless, bound items need to go away.
It shouldn't be that bound items go away without a means to replace the ability to obtain gears so crafting needs to come as bound items go away.

I voted #1 because, imo, the crafting system needs to be useful again.

The Maestro Tyr Warriors will be just damers with nothing if everybody don't need crafting. All materials do not use, many dramatically things are disappeared when so many items dropped easily. So, that I choice it's First option.
I voted for the Second option. However the first option is also good.

Most players now invest most of their adenas in R grade items, and this is due to the fact that these items will be used much more than any other grade. Other grades are just useless due to the fast power levelling through quests, grinding and other avatar power levelling. Regardless, the point is money just isn't invested in those items. Unless people are on their sub.

With bound items, like other people say, they are just adena sink holes, where money is invested and nothing can be returned making future gear all that much harder to get. People have to grind it out or do countless of raids just hoping to be lucky to get items to sell.

Get rid of bound items and return the game as it was in C1. Where there were countless of options for people to get items and money. Whether is be through grinding, crafting or doing quests.
This is by far one of the leading reasons why a lot of my friends have quit, or thinking about quitting including myself.

With that said, reason is this. The current game setup (full weapon/armor drop rate, weapon and armor piece drop rate, and spoil land rate) has perpetuated a game in which to fully gear yourself to be relevant in upper level PvP you HAVE to either A) Bot for adena B) RMT with people who Bot for adena or C) buy massive amounts of destiny packs and trade/make use of the items given in them to make adena.

No matter how good the game content, no matter how good the game is, this is not a successful way to set a game up and will lead to even the hardcore devoted L2 fans to quit the game.


I voted for option 1. My hope is that NCsoft will revert back to the drop rate that it once had before tauti and before they nerfed the drop rate of items from instances such as spez, e-spez, fortuna. As well as before they nerfed the drop rate of weapon and armor pieces that dropped while xping. Before they nerfed the drop rate (think it was during a server maintenance between tauti and the previous update not sure though) i was doing spez atleast once a day. In a week, I would see around 8-9 apoc weapon drops as well as a handful of EWR. Now when i do spez or e-spez for that matter, I MAYBE see 1 or 2 drops PERIOD a week. Also, back when I was hunting in GoG upper/lower I was able to make 20-40 mill just by sitting in a good grind party for 3 hours by selling mats to NPC shop, now I go and hunt there on a alt with a much more efficient killing speed and maybe make 3 mill from drops/spoils of mats. Something is completely wrong here. And on top of that, you increase the amount of mats needed to craft items? And you wonder why no one crafts anymore? Silly.

Will see what you do, and hopefully you will change things for the better. Because players like me who play this game hardcore (average 3-4 hours a DAY) and do all their daily's plus xp grind, are getting impatient with the impossibility of gearing themselves to be able to PvP.
I chose to even up the drops (as much as possible), seems to be the most helpful without fixing everything. so i too like that option 5. THIS option should come with increased EXP too, otherwise it won't do much. People will still prefer their Dailies and Raids. WHen you think of the mid to casual players gettting a bit more exp casually in the fields without being a slave to dailys and getting a nice drop. Keeps u going for a bit more :) We think of the mid - casual players as they are the ones that are probably losing out the most in GOD and later updates. No more fun for them, they don't have time, energy to organise constance parties. So in short keep these guys happy, so that they stay and their predators will stay. This means NCSOFT stay afloat longer.
Onix that is all so true! Mostly the last sentence explaining the riddicoulous prices that are on now, caused by automatons.
Interlude was just perfect, with its huge selection of items needed to item creation. Somehow it all matched together, with a wide choice of a grade eq and top s. Now you have only one set R95, not possible to craft in any way.
I miss the old times!
I choose the first option, because crafts are lost their importance and price of some items are really ridiculous.

I will do a new system of boss jewell acquisition, is too hard of obtain boss jewell, maybe if boss jewell could be crafted will be easier for all. Main items for craft jewells could be gotten by going to kill epic bosses.

Well is only an idea... I'm expecting the new chapter :) and sorry for my english.
I voted other and here it is.

First: Give everything in the game a fixed price.

Second: Make it so players can only sell items to within a certain percentage of that fixed price,
For example no more than 50% less and 250% more,
That will give enough leeway for trade competition,
While at the same time prevent the economy spiraling out of control.

Third: Even out the drop rates throughout the game and levels.

Fourth: Remove everyones adena and give each player a set ammount relevent to the new prices and the level of the characters.

Since these steps will stop the economy from spiraling out of controll, because people wont be able to charge rediculous prices for items'
it will also help control the real money spammers and bots, as there will be no need for huge ammounts of adena which is so difficult to come by unless you buy it illegally..
I voted other...


Change1 : Make drops more even and frequent throughout the game.
Reason: It give people a reason to learn the market and use it. Also it gives a feeling of progression and a reason to use all aspects of the game

Change 2: Make crafting chances at 100%
Reason: The challenge should be in the gathering of the materials when it comes to crafting and not the flip-of-a-coin success in actually crafing the item.

Change 3: Make all Epic Items bind and completely untradeable.
Reason: If you can sell Epic Items then it diminishes the value of earning it. It also furthers a RMT market.

Change 4: Make Epic Items able to be crafted by means of a quest.
Reason: It prevents player lockout of high level items and fosters a competition aspect within the game. At present, the strongest clans can completely lock out a high level epic raid from the rest of the server. There's no chance for growth unless you buy an item from the strongest clans. This leads to a lack of competition and fun in the game.

Change 5: Make dwarves able to make blessed, standard, and bound items depending on their skill level.
Reason: This augments a dwarves ability to stand out as the money making element in the game.

Change 6: Take an active interest in keeping the market economy viable for all players. This means adding items to the game to keep prices down or removing items to raise prices up.
Reason: No economy in the world can operate without someone watching the people using it to keep them honest. This goes the same for game realms. It is possible for bad apples to corner and completely ruin a game's economy when the company has a hands-off approach to it's system.

WWW
This poll is now closed! Thank you everyone for your participation and constructive input in this exciting poll and feedback session with the development team. :)


Results of the Poll:
As you can see from the vote counter, the players of NCsoft West voted to "Eliminate the uneven reward supply" but a close second choice was to "Pause the supply of Bound items, and delete circulation-blocking elements."

The feedback is being forwarded to the NCsoft headquarters in Korea and the results will be included in the decision-making process along with other territories.


Review Process for Determining the 3 Winning Posts:
We are thoroughly impressed and proud of the many insightful and constructive posts players have made in this thread! :D As promised, 3 posts will be chosen as the most constructive and those players will be rewarded with a special prize. The winning posts will serve as paramount examples of the constructiveness that is encouraged on these forums.

Some details about the review process:


All posts within this thread are being copied to an external document collection so that the review process can begin. Please note that any edits to posts in this thread after now will not be recorded, as the posts have already been copied to the review documents offline.
All posts will be considered individually; if you made multiple posts they will not be evaluated as a whole.
The review and judgment of these posts will be performed by the NCsoft West team.
Posts are reviewed and judged only in terms of constructiveness and insightfulness, but not directly for the ideas, reasoning, or poll answer choice in them. There is no "correct" or "best" answer to the poll question.
As there are many posts this will take a little while; we expect to be able to announce the winners by the end of this week. The winners will be notified on the forums.
The prize for the 3 winners is 1 Blessed Scroll R(2)-Grade. A player may win only once per poll thread.

The next poll in the series will open shortly. Please check for announcements on this!
The winners of Most Constructive Posts have been determined! :D

The Lineage II staff of NCsoft West has spent a long time reviewing all the great posts made in this thread. We are again and again impressed at the level of detail and creativity of the many great ideas and reasoning shown in this thread, which reflects proudly upon devoted players. After much deliberation, three posts were chosen as the most constructive in that the author clearly stated their choice of the poll answers, their reasoning behind it, helpfully provided ideas or examples to back up their logic, and evidently put much thought behind their words (and stayed on-topic and followed forum rules ;).

We publicly thank the following players for their constructive post contributions to this poll:


Arvern (http://boards.lineage2.com/showpost.php?p=3268622&postcount=50)
AndreasK (http://boards.lineage2.com/showpost.php?p=3268576&postcount=45)
Wiiip (http://boards.lineage2.com/showpost.php?p=3269046&postcount=82)

Winners, please check your forum PMs for prize-awarding details.


We'd like to extend a large thanks to all the players that contributed in this poll! Please follow the rest of the feedback poll series for more discussion about the future of Lineage II, and more opportunities to make constructive posts for prizes. :)