Idea: items grow in power as the guild holds more of them
This topic builds on other ideas. At the end of this topic you will find links to more resources.
Summary:
Items grow in power if players collect them.
How it works:
Items that can gain in power as clans/guilds hold more of the server's available supply
(read more: non-fungibility at the end of this topic).
So for example:
A clan of thieves start collecting a certain type of "common" sword, but that looks good on thieves.
Every item is limited on the server, so as the clan of players collect more of those swords, the sword start gaining extra stat-boosts.
Benefits:
-Adds another layer of gameplay to the game.
-Allows players who want to "look a certain way" to use any item they think looks cool. They just need to collect it.
-It advertises the non-fungibility of items to players, so they understand the amazing tech the server is built on.
-Could be a creative way to create dynamic legendary/epic items: when a guild/faction manages to farm many items of a kind those items could become legendary in status (this is not to replace legendaries, just to add another type/source of epic/legendary items). The effects of these legendaries would have to be carefully selected to be group effects (good when many of the clan members are together).
-This would create games on the server where players do their best to avoid a certain faction from gaining more items.
This topic is related to the concept of item non-fungility (uniqueness) using an approach similar to blockchain. Key points are:
- Each item has a unique ID.
- Each item ID can only be assigned to one location at a time.
- The "bank" always holds a supply of items.
- As the supply falls, drop %s are reduced.
- As the supply rises, drop %s are increased.
- This makes it hard (impossible) for bot-farmers, since anything overfarmed will lose % drop.
- This also means that, if something is overfarmed, it usually loses in value.
Read more: In-game currency: inflation and security {and limited items}