A lot of the recent focus in faction store revamps have been a concept that I've been interested in. Much to my satisfaction, the more recent item introduction seem to finally be keeping pace with the actual power level of the server. If it's stated that a 20th level character is the equivalent of an 8th level character via online-vs.-PnP experience, there is little sense in keeping the mentality that a +"whatever" item in-game is equivalent to a +"whatever" item in pen-and-paper. From what I understand, the initial server mechanics have evolved from a state where the level cap was much smaller than what it is now... but while those restrictions have been lifted, item balance has been slow to follow the new scale.
However, the issue that is drawn is that while faction-based items are seeing an upheaval in their benefits, the many PCs which do not find kinship among the limited selection are somewhat left out in the cold. Factions provide the benefit of storyline driven events, a partnership with other members to rely on, and now the scales are even further tilted with mechanical benefit. Yes, I understand the reasoning that an organized initiative, with dedicated crafters, trade-relations, etc. would see a greater availability of such resources. However, availability should not automatically partner itself with existence. The many out-of-country merchants may very well provide the same quality of goods, if at an elevated price to represent supply-and-demand is used (keeping non-factioned characters on par, power-level wise). Sure, they may need to strive more to gather resources, but at the very least that's a passable obstacle to become a competitive force, rather than an insurmountable wall.
In addition to the benefit of cheaper resources, faction items ought to monopolize the concept of item flavor. While both a "hypothetical Nature-based faction store" and a "free-to-access item store" may offer an amulet that gives "natural armor bonus +'X'", the free store would give just that, while the faction store would actually represent the faction. The amulet would be a "Necklace of Badger's Furs" or the like, giving a bonus to Heal or Survival for example, despite lower cost. Such would still maintain the concept of better item selection from faction stores, but would not automatically fence out nonfactioned characters from keeping up with the powercreep.
EDIT: tl;dr: Factions already give a major benefit in other means. Matching faction items with less flavored and more expensive open-access items would assist in game balance between non-faction and faction PCs, without undermining the concept of faction stores.
However, the issue that is drawn is that while faction-based items are seeing an upheaval in their benefits, the many PCs which do not find kinship among the limited selection are somewhat left out in the cold. Factions provide the benefit of storyline driven events, a partnership with other members to rely on, and now the scales are even further tilted with mechanical benefit. Yes, I understand the reasoning that an organized initiative, with dedicated crafters, trade-relations, etc. would see a greater availability of such resources. However, availability should not automatically partner itself with existence. The many out-of-country merchants may very well provide the same quality of goods, if at an elevated price to represent supply-and-demand is used (keeping non-factioned characters on par, power-level wise). Sure, they may need to strive more to gather resources, but at the very least that's a passable obstacle to become a competitive force, rather than an insurmountable wall.
In addition to the benefit of cheaper resources, faction items ought to monopolize the concept of item flavor. While both a "hypothetical Nature-based faction store" and a "free-to-access item store" may offer an amulet that gives "natural armor bonus +'X'", the free store would give just that, while the faction store would actually represent the faction. The amulet would be a "Necklace of Badger's Furs" or the like, giving a bonus to Heal or Survival for example, despite lower cost. Such would still maintain the concept of better item selection from faction stores, but would not automatically fence out nonfactioned characters from keeping up with the powercreep.
EDIT: tl;dr: Factions already give a major benefit in other means. Matching faction items with less flavored and more expensive open-access items would assist in game balance between non-faction and faction PCs, without undermining the concept of faction stores.
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