Reroll Tokens

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Reroll Tokens

Postby Thraxas » Tue Jul 13, 2010 7:52 am

On S3 there was something called reroll hell, enless cycling of tokens by many players to get killer stats and get them before levelling off vk. Any token could give killer keeper stats, but oct/die more like than hex, hex more likely than tri, the reason for doing before leaving vk was that die / tri could only be rolled upto lvl 20. Keeper stat totals of 80+ were common across players with 84/85 totals infrequent but possible.

When S4 was put together this was revamped, and reroll hell is lessened and many thanks to the imms for this.

Tri and die can now be rolled at any level, meaning there is no wait for stats before levelling off vk.
There are now only 2 types of token:
Tri token and single sided die are now identical and both will only roll a total of 70-75, so never keeper stats but never unplayable stats.
Hex and Oct are now identical both will now roll low or high with a workable ceiling of 82 total and a very rare 83 total (nothing above this), both also able to roll single digit lows as well. (This also means the drachma octs are of no more value than a hex ... who would sell 4 drachma for the 160k coins that seems the current going rate for a hex?)

While this means its easy to get playable stats by collecting a couple of tri at any point, there is a lot of interest and trade in hex and oct tokens to get the elusive keeper stats.

On S3 the going rate for a tri was 50k and a hex was 100k, this now seems to have changed so tri's are currently untraded except to shops and hex are going for anything from 150k to 200k each averaging about 160k.

This makes me wonder if it is time to increase the global pop rate for hex tokens to make tehm more common and so bring this value down to the more reasonable 100k they were on S3 and so make them affordable by newbie players?

Just a thought,

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Re: Reroll Tokens

Postby Tuck » Tue Jul 13, 2010 1:10 pm

Thraxas wrote:This makes me wonder if it is time to increase the global pop rate for hex tokens to make tehm more common and so bring this value down to the more reasonable 100k they were on S3 and so make them affordable by newbie players?


yeah, increase global pop rate for hex so i can reroll my 81.
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Re: Reroll Tokens

Postby reboog » Thu Jul 15, 2010 8:58 pm

I think the new reroll system is a tremendous improvement and should be left as is. Of course hexes are going to cost more because now they're... wait for it... more valuable!
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Re: Reroll Tokens

Postby blackmore » Thu Jul 15, 2010 10:12 pm

It all depends on how bad people want them. For a long time in S3, hexes were 300k, and I seem to remember 350k. Then when more people had higher level chars and could run 15 hex mobs at a time, the value dropped. I don't see them ever getting that high now, because you can afford to roll without collecting 25 hexes, since you can save your stats with a tri now.
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Re: Reroll Tokens

Postby Thraxas » Fri Jul 16, 2010 5:24 am

blackmore wrote:.... For a long time in S3, hexes were 300k, and I seem to remember 350k. .... I don't see them ever getting that high now....


Last week 2 hex tokens sold for 500k each at kobold auctioneer, currently we have the following.

Showing all current listings:
id Item last bid bidder buyout time seller
------ ---------------------------------- --------- --------- --------- -------- --------
UBMED a hexagonal shaped token 200000 | Eau | 400000 | 5hr 10m Stun

Yes if things are more valuable they will attrach a higher marker rate, good capitalism that, but if supply increases then demand should drop and so the price reduce. The stated aim of the imms on S4 start was to remove reroll hell, and while good and welcome moves have been made to reduce it, its not removed.
I guess what it comes down to is that on S3 you could roll tri/hex/die/oct to get keeper stats, now you can only roll hex/oct ... (tri and die will never give keepers), so the available tokens for keeper stats has been in rough terms halved, perhaps some mollifying increase would be in order?

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Re: Reroll Tokens

Postby *Splork* » Fri Jul 16, 2010 2:38 pm

We, as a group( Immortals ), never wanted to remove reroll hell. We wanted to make sure that all players began the game with a decent set of stats, this would allow them to move right into the game and start playing without the worry of having to roll 50 times to get playable stats. We also wanted to make sure there was an easy way to achieve what we deem playable stats after taking chances with the other tokens. In sloth 3, if a player rolled 50 tokens and was left with terrible stats, they had to continue token hunting until they had decent stats to play again. This is no longer the case. Save a few tri tokens and you can continue to play with playable stats.

There are some players who will always be in reroll hell because no set of stats will ever satisfy them.

I will get hold of Clink who can respond better to this thread, as the idea was mostly his.

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Re: Reroll Tokens

Postby reboog » Sat Jul 17, 2010 5:14 pm

We, as a group( Immortals ), never wanted to remove reroll hell. We wanted to make sure that all players began the game with a decent set of stats, this would allow them to move right into the game and start playing without the worry of having to roll 50 times to get playable stats.


Yessssssssssssssss
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