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TOPIC | [New Item Type] Talismans
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A new form of magic has been unearthed. Powerful enchantments, woven into tokens of stone or bone, bestow all manner of boons upon their owners. Which of these ensorcelled relics will adorn your lair?

Talismans are a new type of specialty item that grant a wide variety of minor bonuses to your clan. Gather more of your favorite types of loot, enhance your dragons’ prowess in battle, or even influence the course of fate when breeding your dragons! Using Talismans, you can customize your clan with unique talents. 

Each clan starts with two Talisman slots, which appear below the dragons in your Lair. (You can purchase additional slots with treasure, up to a maximum of six.) Like Battle Stones, locking Talismans in place will consume them from your inventory, and they can no longer be moved. If you choose to overwrite a Talisman that is already in a slot, it will not be returned to your inventory.

Players cannot use two of the same Talisman at once (although two different varieties of the same type of Talisman, such as Strength Amulet and Vitality Amulet, can be used simultaneously).

Talisman Slots: 
3rd: 50,000 treasure
4th: 75,000 treasure
5th: 125,000 treasure
6th: 200,000 treasure

Rarity: TBD 

Availability: TBD. Some Talismans will be purchasable in the Specialty section of the Marketplace or appear as random drops in the Coliseum, while others can only be uncovered by Digging or Scavenging. A select few will only be available in the Gem Marketplace.

Bountiful Harvest — 10% more food items gathered while Foraging. 
Bountiful Hunt — 10% more food items gathered while Hunting. 
Bountiful Catch — 10% more food items gathered while Fishing.
Bountiful Harvest — 10% more food items gathered while Foraging. 
Metal Detector — Slightly increases chance of unearthing Treasure Chests while Digging.
Egg Sense — Slightly increases chance of unearthing Unhatched Dragon Eggs while Scavenging.
Hat Magnet — Slightly increases apparel drop rate while fighting in the Coliseum.
Monster Magnet — Slightly increases familiar drop rate while fighting in the Coliseum.
Battlegear Magnet — Slightly increases battle item drop rate while fighting in the Coliseum.
Oddity Magnet — Slightly increases trinket drop rate while fighting in the Coliseum.
Efficient Gathering — +1 Gathering Turns per day.
Game Junkie — Increases daily Lucky Streak cap by 15,000.
Abstemiousness — Each dragon in your clan consumes 1 fewer food point per day.
Prospector’s Luck — Slightly increases ore and mineral drops from all sources.
Naturalist’s Luck — Slightly increases organic material drops from all sources. 
Artisan’s Luck — Slightly increases dragonmade material drops from all sources.
Festive Spirit — Slightly increases holiday currency drops from all sources. (This Talisman only functions during elemental holidays.)
Penny Pincher — Broken Penny Jars yield between 200-250 treasure each (normally 200).
Gemhunter’s Fortune — Gems can be found very rarely inside chests or as coliseum drops. Removed due to concerns about availability of premium currency.
[Stat] Amulet — Increases [Stat] of your dragons by 1 when fighting in the Coliseum.
Fast Learning — Dragons gain 2.5% more experience when fighting in the Coliseum.
Dauntless — Your dragons do not lose energy when they are defeated in combat.
Prolific Breeding: [Breed] — Breeding cooldowns of [Breed] dragons in your clan are reduced by 1 day. (The reduction is applied when the breeding cooldown is reset. Dragons currently on cooldown are not immediately affected.) Removed, pending revisions.
Fertility Charm — Slightly increases average number of eggs per nest.* Removed, pending revisions.
Rapid Incubation — Your dragon eggs have a chance to hatch earlier. (Nests have a 25% chance to be ready to hatch on the fourth day / 25% chance to be ready to hatch on the fifth day / 50% chance to be ready to hatch on the 6th day) Removed, pending revisions.
Rapid Growth — Your dragon hatchlings grow up faster. (Hatchlings grow into full dragons two days earlier. Breeding cooldowns are unaffected.)
Chromatic Aversion: [Color] — Newly hatched dragons will not exhibit [Color] genes. (Removes the specified color from the range of eligible colors for hatchlings.)
Chromatic Affinity: [Color] — Newly hatched dragons are more likely to exhibit [Color] genes. (If the specified color is within the color range between two parents, it is added twice to the list of eligible colors for hatchlings.)
Chromatic Volatility — Hatchlings can exhibit a slightly wider color variance than their parents. (The range of eligible colors for hatchlings is expanded by 2 on either side.)
Recessive Manifestation — Newly hatched dragons are slightly more likely to inherit rarer genes. (When you pair two genes of different rarity, the probability of passing on the rarer gene is 5% higher than normal.)
Exotic Breeding — Newly hatched dragons are slightly more likely to inherit rarer breeds. (When you crossbreed two dragons of different breed rarity, the probability of passing on the rarer breed is 5% higher than normal.)
Distinctive Lineage — Newly hatched dragons are less likely to inherit Basic genes. (When you pair a Basic gene with a non-Basic gene, the probability of passing on the Basic gene is 10% lower than normal.)
Unpredictable Mutation — Newly hatched dragons have a very slight chance to exhibit a completely random color, gene, or breed. (For each of a hatchling’s characteristics, gain a 0.143% chance that instead of the value that hatchling would inherit, that value is completely randomized. Hatchlings still retain the element of their clan.)
Elemental Mutation [Element]: Newly hatched dragons have a slight (1%) chance to exhibit the [Element] element instead of the element of your clan. Under review.
Festive Mutation: During an elemental holiday, newly hatched dragons have a chance (10%) to exhibit the element of the active element instead of the element of your clan. (This Talisman only functions during elemental holidays.) Under review.
Crim’s Companion — Crim will pay 20% more for items you trade.
Pinkerton’s Pal — 20% chance each day that Pinkerton will let you pick from the pile twice.
Tomo’s Tutelage — Tomo’s trivia questions have one incorrect answer already eliminated.
Swipp’s Secret Stash — Whenever you trade with Swipp, he may give you “a little something extra.” (20% chance of receiving a Rusted Iron Chest along with a Swipp trade.)
Baldwin’s Brewmaster — Alchemical transmutation time is reduced by 2.5%.
Alchemical Acumen — Transmutes yield rarer alchemical ingredients slightly more often.
Wild Alchemy — Food and material transmutes have a chance (5%) of yielding a completely random item (of 1-4 star rarity) instead of Goo or Ooze.
Clothier — Gain a 5% discount on apparel in the Marketplace.
Zookeeper — Gain a 5% discount on familiars in the Marketplace.
Quartermaster — Gain a 5% discount on battle items in the Marketplace.
Fast Friends — Familiars bond with you more quickly. (Number of days to reach next level reduced by 1 x current bonding level)
God-Favored — Exalted dragons leave behind 5% more riches.

*When you interbreed 2 dragons of different species, this table is used: 
5 eggs (5%) -> 8%
4 eggs (10%) -> 13%
3 eggs (45%) -> 45%
2 eggs (30%) -> 27%
1 egg (10%) -> 7%

If you breed two dragons of the same species, this table is used:
5 eggs (0%) -> 2%
4 eggs (12%) -> 13%
3 eggs (40%) -> 42%
2 eggs (38%) -> 35%
1 egg (10%) -> 8%



This is my very first post on the FR forums -- I thought I'd share an idea that occurred to me while chatting with a friend about our favorite (and least favorite) hatchling colors. Everyone seems to have their favorite activities and aesthetics, so why not allow players to shape the game (ever so slightly) to their liking?

The Battle Stone-esque "overwrite" mechanic prevents players from switching between multiple Talismans to gain multiple benefits (e.g. slotting in a Marketplace discount right before buying an item, then swapping it out for a Coliseum item). I also considered a cooldown system in which Talismans, once slotted, lock in place for a certain number of days, after which they can be switched out. The current system incentivizes acquisition and trading, but might make players loath to overwrite their rarest Talismans; the cooldown system allows players to try out new bonuses without losing their old ones permanently, but encourages hoarding. Let me know if you have other suggestions; there may be an even better way to regulate Talisman switching that I simply haven't thought of yet.

This is an ambitious concept, but I hope some of you will find it intriguing. I welcome feedback, critiques, and suggestions for improvement or expansion. Who knows -- perhaps we'll see a system like this implemented into Flight Rising someday!
A new form of magic has been unearthed. Powerful enchantments, woven into tokens of stone or bone, bestow all manner of boons upon their owners. Which of these ensorcelled relics will adorn your lair?

Talismans are a new type of specialty item that grant a wide variety of minor bonuses to your clan. Gather more of your favorite types of loot, enhance your dragons’ prowess in battle, or even influence the course of fate when breeding your dragons! Using Talismans, you can customize your clan with unique talents. 

Each clan starts with two Talisman slots, which appear below the dragons in your Lair. (You can purchase additional slots with treasure, up to a maximum of six.) Like Battle Stones, locking Talismans in place will consume them from your inventory, and they can no longer be moved. If you choose to overwrite a Talisman that is already in a slot, it will not be returned to your inventory.

Players cannot use two of the same Talisman at once (although two different varieties of the same type of Talisman, such as Strength Amulet and Vitality Amulet, can be used simultaneously).

Talisman Slots: 
3rd: 50,000 treasure
4th: 75,000 treasure
5th: 125,000 treasure
6th: 200,000 treasure

Rarity: TBD 

Availability: TBD. Some Talismans will be purchasable in the Specialty section of the Marketplace or appear as random drops in the Coliseum, while others can only be uncovered by Digging or Scavenging. A select few will only be available in the Gem Marketplace.

Bountiful Harvest — 10% more food items gathered while Foraging. 
Bountiful Hunt — 10% more food items gathered while Hunting. 
Bountiful Catch — 10% more food items gathered while Fishing.
Bountiful Harvest — 10% more food items gathered while Foraging. 
Metal Detector — Slightly increases chance of unearthing Treasure Chests while Digging.
Egg Sense — Slightly increases chance of unearthing Unhatched Dragon Eggs while Scavenging.
Hat Magnet — Slightly increases apparel drop rate while fighting in the Coliseum.
Monster Magnet — Slightly increases familiar drop rate while fighting in the Coliseum.
Battlegear Magnet — Slightly increases battle item drop rate while fighting in the Coliseum.
Oddity Magnet — Slightly increases trinket drop rate while fighting in the Coliseum.
Efficient Gathering — +1 Gathering Turns per day.
Game Junkie — Increases daily Lucky Streak cap by 15,000.
Abstemiousness — Each dragon in your clan consumes 1 fewer food point per day.
Prospector’s Luck — Slightly increases ore and mineral drops from all sources.
Naturalist’s Luck — Slightly increases organic material drops from all sources. 
Artisan’s Luck — Slightly increases dragonmade material drops from all sources.
Festive Spirit — Slightly increases holiday currency drops from all sources. (This Talisman only functions during elemental holidays.)
Penny Pincher — Broken Penny Jars yield between 200-250 treasure each (normally 200).
Gemhunter’s Fortune — Gems can be found very rarely inside chests or as coliseum drops. Removed due to concerns about availability of premium currency.
[Stat] Amulet — Increases [Stat] of your dragons by 1 when fighting in the Coliseum.
Fast Learning — Dragons gain 2.5% more experience when fighting in the Coliseum.
Dauntless — Your dragons do not lose energy when they are defeated in combat.
Prolific Breeding: [Breed] — Breeding cooldowns of [Breed] dragons in your clan are reduced by 1 day. (The reduction is applied when the breeding cooldown is reset. Dragons currently on cooldown are not immediately affected.) Removed, pending revisions.
Fertility Charm — Slightly increases average number of eggs per nest.* Removed, pending revisions.
Rapid Incubation — Your dragon eggs have a chance to hatch earlier. (Nests have a 25% chance to be ready to hatch on the fourth day / 25% chance to be ready to hatch on the fifth day / 50% chance to be ready to hatch on the 6th day) Removed, pending revisions.
Rapid Growth — Your dragon hatchlings grow up faster. (Hatchlings grow into full dragons two days earlier. Breeding cooldowns are unaffected.)
Chromatic Aversion: [Color] — Newly hatched dragons will not exhibit [Color] genes. (Removes the specified color from the range of eligible colors for hatchlings.)
Chromatic Affinity: [Color] — Newly hatched dragons are more likely to exhibit [Color] genes. (If the specified color is within the color range between two parents, it is added twice to the list of eligible colors for hatchlings.)
Chromatic Volatility — Hatchlings can exhibit a slightly wider color variance than their parents. (The range of eligible colors for hatchlings is expanded by 2 on either side.)
Recessive Manifestation — Newly hatched dragons are slightly more likely to inherit rarer genes. (When you pair two genes of different rarity, the probability of passing on the rarer gene is 5% higher than normal.)
Exotic Breeding — Newly hatched dragons are slightly more likely to inherit rarer breeds. (When you crossbreed two dragons of different breed rarity, the probability of passing on the rarer breed is 5% higher than normal.)
Distinctive Lineage — Newly hatched dragons are less likely to inherit Basic genes. (When you pair a Basic gene with a non-Basic gene, the probability of passing on the Basic gene is 10% lower than normal.)
Unpredictable Mutation — Newly hatched dragons have a very slight chance to exhibit a completely random color, gene, or breed. (For each of a hatchling’s characteristics, gain a 0.143% chance that instead of the value that hatchling would inherit, that value is completely randomized. Hatchlings still retain the element of their clan.)
Elemental Mutation [Element]: Newly hatched dragons have a slight (1%) chance to exhibit the [Element] element instead of the element of your clan. Under review.
Festive Mutation: During an elemental holiday, newly hatched dragons have a chance (10%) to exhibit the element of the active element instead of the element of your clan. (This Talisman only functions during elemental holidays.) Under review.
Crim’s Companion — Crim will pay 20% more for items you trade.
Pinkerton’s Pal — 20% chance each day that Pinkerton will let you pick from the pile twice.
Tomo’s Tutelage — Tomo’s trivia questions have one incorrect answer already eliminated.
Swipp’s Secret Stash — Whenever you trade with Swipp, he may give you “a little something extra.” (20% chance of receiving a Rusted Iron Chest along with a Swipp trade.)
Baldwin’s Brewmaster — Alchemical transmutation time is reduced by 2.5%.
Alchemical Acumen — Transmutes yield rarer alchemical ingredients slightly more often.
Wild Alchemy — Food and material transmutes have a chance (5%) of yielding a completely random item (of 1-4 star rarity) instead of Goo or Ooze.
Clothier — Gain a 5% discount on apparel in the Marketplace.
Zookeeper — Gain a 5% discount on familiars in the Marketplace.
Quartermaster — Gain a 5% discount on battle items in the Marketplace.
Fast Friends — Familiars bond with you more quickly. (Number of days to reach next level reduced by 1 x current bonding level)
God-Favored — Exalted dragons leave behind 5% more riches.

*When you interbreed 2 dragons of different species, this table is used: 
5 eggs (5%) -> 8%
4 eggs (10%) -> 13%
3 eggs (45%) -> 45%
2 eggs (30%) -> 27%
1 egg (10%) -> 7%

If you breed two dragons of the same species, this table is used:
5 eggs (0%) -> 2%
4 eggs (12%) -> 13%
3 eggs (40%) -> 42%
2 eggs (38%) -> 35%
1 egg (10%) -> 8%



This is my very first post on the FR forums -- I thought I'd share an idea that occurred to me while chatting with a friend about our favorite (and least favorite) hatchling colors. Everyone seems to have their favorite activities and aesthetics, so why not allow players to shape the game (ever so slightly) to their liking?

The Battle Stone-esque "overwrite" mechanic prevents players from switching between multiple Talismans to gain multiple benefits (e.g. slotting in a Marketplace discount right before buying an item, then swapping it out for a Coliseum item). I also considered a cooldown system in which Talismans, once slotted, lock in place for a certain number of days, after which they can be switched out. The current system incentivizes acquisition and trading, but might make players loath to overwrite their rarest Talismans; the cooldown system allows players to try out new bonuses without losing their old ones permanently, but encourages hoarding. Let me know if you have other suggestions; there may be an even better way to regulate Talisman switching that I simply haven't thought of yet.

This is an ambitious concept, but I hope some of you will find it intriguing. I welcome feedback, critiques, and suggestions for improvement or expansion. Who knows -- perhaps we'll see a system like this implemented into Flight Rising someday!
This is a great and really well thought out idea! Support!
This is a great and really well thought out idea! Support!
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No support, especially for them being gem items. Having the items obtainable through many means but only usable through gems isn't something I'd personally be into.
Especially no support for any way to change how nests work or amount of eggs yielded.
No support, especially for them being gem items. Having the items obtainable through many means but only usable through gems isn't something I'd personally be into.
Especially no support for any way to change how nests work or amount of eggs yielded.
[quote name="chespin" date=2015-06-15 00:42:32] No support, especially for them being gem items. Having the items obtainable through many means but only usable through gems isn't something I'd personally be into. Especially no support for any way to change how nests work or amount of eggs yielded. [/quote] Unlocking extra slots via gems make these items Pay-to-Win. Unlocking appareal slots is just an aesthetic thing, these slots would give you actual advantages within the game. If something like this was added there should be no Pay to Win aspects to it. [LIST] [*]No support for any items that decrease incubation time, increase egg yield or decrease cooldown times. We already have too many players complain about how 'bad' the dragon economy is, and those items would just increase the number of dragons being born when we've already reached saturation point. [*]Talismans shouldn't be a permanent addition they need to have chance to break (perhaps 5-10% chance each day) or only last for a certain time before the magic fades. [*]No support for items that increase access to free gems--gems are a premium currency and there are already plenty of ways to get gems without paying real money for them. [/LIST]
chespin wrote on 2015-06-15:
No support, especially for them being gem items. Having the items obtainable through many means but only usable through gems isn't something I'd personally be into.
Especially no support for any way to change how nests work or amount of eggs yielded.

Unlocking extra slots via gems make these items Pay-to-Win. Unlocking appareal slots is just an aesthetic thing, these slots would give you actual advantages within the game. If something like this was added there should be no Pay to Win aspects to it.
  • No support for any items that decrease incubation time, increase egg yield or decrease cooldown times. We already have too many players complain about how 'bad' the dragon economy is, and those items would just increase the number of dragons being born when we've already reached saturation point.
  • Talismans shouldn't be a permanent addition they need to have chance to break (perhaps 5-10% chance each day) or only last for a certain time before the magic fades.
  • No support for items that increase access to free gems--gems are a premium currency and there are already plenty of ways to get gems without paying real money for them.
3DS Friend Code: 5300-9941-4980
#UnnamedIsValid .:. Nature Sales Thread .:. Strider Subspecies
[quote name="DragonSage" date=2015-06-15 01:38:16] [quote name="chespin" date=2015-06-15 00:42:32] No support, especially for them being gem items. Having the items obtainable through many means but only usable through gems isn't something I'd personally be into. Especially no support for any way to change how nests work or amount of eggs yielded. [/quote] Unlocking extra slots via gems make these items Pay-to-Win. Unlocking appareal slots is just an aesthetic thing, these slots would give you actual advantages within the game. [/quote] Good points, DragonSage and chespin -- Pay-to-Win is absolutely not the desired goal here! On the contrary, I believe everyone should have eventual access to the full set of Talismans and Talisman slots.* I have edited the first post to reflect that extra Talisman slots should function like expanding one's Lair or acquiring a new Nesting Ground, in that they are obtainable only with treasure, [b]not[/b] gems. Thanks for pointing out this dynamic! I will continue to update how availability functions as people post ideas here. Any suggestions on how Talismans should be priced, how often they should drop, or how much they should vary in rarity? [i]*As a relatively new player, I have to ask: given that gems and treasure are exchangeable via the Auction House and trading, aren't all potential items effectively gem-purchaseable, making the entire game (to an extent) "pay-to-win"? Moreover, it's not entirely clear to me how one defines "winning" in Flight Rising in the first place. if a more experienced FR player could help clear this up for me, I'd appreciate it![/i]
DragonSage wrote on 2015-06-15:
chespin wrote on 2015-06-15:
No support, especially for them being gem items. Having the items obtainable through many means but only usable through gems isn't something I'd personally be into.
Especially no support for any way to change how nests work or amount of eggs yielded.

Unlocking extra slots via gems make these items Pay-to-Win. Unlocking appareal slots is just an aesthetic thing, these slots would give you actual advantages within the game.

Good points, DragonSage and chespin -- Pay-to-Win is absolutely not the desired goal here! On the contrary, I believe everyone should have eventual access to the full set of Talismans and Talisman slots.*

I have edited the first post to reflect that extra Talisman slots should function like expanding one's Lair or acquiring a new Nesting Ground, in that they are obtainable only with treasure, not gems. Thanks for pointing out this dynamic!

I will continue to update how availability functions as people post ideas here. Any suggestions on how Talismans should be priced, how often they should drop, or how much they should vary in rarity?

*As a relatively new player, I have to ask: given that gems and treasure are exchangeable via the Auction House and trading, aren't all potential items effectively gem-purchaseable, making the entire game (to an extent) "pay-to-win"? Moreover, it's not entirely clear to me how one defines "winning" in Flight Rising in the first place. if a more experienced FR player could help clear this up for me, I'd appreciate it!
[quote name="Izmagnus" date=2015-06-15 05:01:29] [i]*As a relatively new player, I have to ask: given that gems and treasure are exchangeable via the Auction House and trading, aren't all potential items effectively gem-purchaseable, making the entire game (to an extent) "pay-to-win"? Moreover, it's not entirely clear to me how one defines "winning" in Flight Rising in the first place. if a more experienced FR player could help clear this up for me, I'd appreciate it![/i] [/quote] No because most items are available elsewhere. The items in the Gem-Market Place and Apparel expansion slots are the only items that must initially been bought for gems (every item from the gem market you see on the AH listed for treasure was initially bought via gems). Blueprints are often considered gem only items but can be won in contests. -Apparel and Skins are cosmetic only. Gem Familiars have no advantage over familiar gotten elsewhere. There are no gem battle items. -The speciality market is the only place where it borders pay to win. --Breed Changes and Genes: Once applied to a dragon and bred it essentially clones itself. The vast majority of Iridescent, Shimmer, Crystal, Facet, Circuit, Wildclaws or Coatls were bred and not scrolled. Even then its essentially an aesthetic choice, it doesn't give the player any in game advantage. A gem gene does not exalt for more than a treasure gene. A gem breed does not exalt for more than a treasure breed nor do gem breeds have more eggs than treasure breeds --Scatter Scroll: Gamble, could make thing better but generally makes things worse. --Scroll of Eternal Youth: Aesthetic choice with many drawbacks (that dragon cannot be used for breeding or used in the coli and cannot be exalted or sold --Scroll of Maturity: Primary use is to reverse affects of EY scroll. If used on a non EY dragon it also takes adult form but cooldowns are unchanced. It is primarially an aesthetic change. It cannot be used to make a profit as exalting even a level 25 will not gain you enough to cover the cost of the item --Boon of Fertility: the only real pay to win item although in most cases using this actually doesn't make a profit for the user. Personally I'd have no issue if the admins decided to remove this item from the gem market and instead stock it in the treasure market Pay to Win means that a player using gems has a clear advantage over a non playing user
Izmagnus wrote on 2015-06-15:
*As a relatively new player, I have to ask: given that gems and treasure are exchangeable via the Auction House and trading, aren't all potential items effectively gem-purchaseable, making the entire game (to an extent) "pay-to-win"? Moreover, it's not entirely clear to me how one defines "winning" in Flight Rising in the first place. if a more experienced FR player could help clear this up for me, I'd appreciate it!

No because most items are available elsewhere. The items in the Gem-Market Place and Apparel expansion slots are the only items that must initially been bought for gems (every item from the gem market you see on the AH listed for treasure was initially bought via gems). Blueprints are often considered gem only items but can be won in contests.
-Apparel and Skins are cosmetic only. Gem Familiars have no advantage over familiar gotten elsewhere. There are no gem battle items.
-The speciality market is the only place where it borders pay to win.
--Breed Changes and Genes: Once applied to a dragon and bred it essentially clones itself. The vast majority of Iridescent, Shimmer, Crystal, Facet, Circuit, Wildclaws or Coatls were bred and not scrolled. Even then its essentially an aesthetic choice, it doesn't give the player any in game advantage. A gem gene does not exalt for more than a treasure gene. A gem breed does not exalt for more than a treasure breed nor do gem breeds have more eggs than treasure breeds
--Scatter Scroll: Gamble, could make thing better but generally makes things worse.
--Scroll of Eternal Youth: Aesthetic choice with many drawbacks (that dragon cannot be used for breeding or used in the coli and cannot be exalted or sold
--Scroll of Maturity: Primary use is to reverse affects of EY scroll. If used on a non EY dragon it also takes adult form but cooldowns are unchanced. It is primarially an aesthetic change. It cannot be used to make a profit as exalting even a level 25 will not gain you enough to cover the cost of the item
--Boon of Fertility: the only real pay to win item although in most cases using this actually doesn't make a profit for the user. Personally I'd have no issue if the admins decided to remove this item from the gem market and instead stock it in the treasure market

Pay to Win means that a player using gems has a clear advantage over a non playing user
3DS Friend Code: 5300-9941-4980
#UnnamedIsValid .:. Nature Sales Thread .:. Strider Subspecies
I do like the idea but with the caveats given by other players. Also, if these items are permanent (ie don't break/no timer) then I would say that the extra talisman slots could go for a LOT more treasure. After all, these give permanent advantages which could bring a great deal more treasure than you spend, so make the cost to buy MORE advantages more of a treasure sink. (it isn't a perfect one since you will most likely make more treasure in the long run than you sank into it)

IF the talismans have a chance to break (which I don't really support) or a timer (I cannot think of the phrase I want to use, will probably think of it after I hit submit), which I do somewhat support) then the treasure amounts for extra slots is fine. After all, you will have to keep buying these talismans, or finding them.

And again, only if these are sold for treasure. While gems seem to be relatively easy to come by in this game, it would still be more 'pay to win' than I personally would like. (as in the people who buy the gems with real money could buy lots of these, then sell them for treasure or just have them to use whenever they wanted)

As for 'winning' in games like this, I would say that 'winning' is what your own conception is. If you want to amass tons of treasure, then your winning condition would be to be one of the richest players. It could be having the prettiest dragons, or having a KS familiar (are they buyable? thought they were but never paid attention to it). While it isn't true winning in the sense of an RPG type game, most people consider 'winning' this type of game means being in the 'elite' set of players, however they define elite. And anything that gives a tangible advantage to the players that can actually buy gems (As opposed to trade or amass free gems) is seen as pay to win, as those players can join their definition of elite much easier. (hope this makes sense..)

I also agree that the one that gives gems shouldn't. I also don't agree with the ones about the cooldowns and hatchlings (as much as I would LOVE them as I am NOT a patient woman, there are already too many hatchlings in the AH). I am also not sure of the elemental bit because the element is tied to your nest (as is eye color) The others sound good (some more than others :D)
I do like the idea but with the caveats given by other players. Also, if these items are permanent (ie don't break/no timer) then I would say that the extra talisman slots could go for a LOT more treasure. After all, these give permanent advantages which could bring a great deal more treasure than you spend, so make the cost to buy MORE advantages more of a treasure sink. (it isn't a perfect one since you will most likely make more treasure in the long run than you sank into it)

IF the talismans have a chance to break (which I don't really support) or a timer (I cannot think of the phrase I want to use, will probably think of it after I hit submit), which I do somewhat support) then the treasure amounts for extra slots is fine. After all, you will have to keep buying these talismans, or finding them.

And again, only if these are sold for treasure. While gems seem to be relatively easy to come by in this game, it would still be more 'pay to win' than I personally would like. (as in the people who buy the gems with real money could buy lots of these, then sell them for treasure or just have them to use whenever they wanted)

As for 'winning' in games like this, I would say that 'winning' is what your own conception is. If you want to amass tons of treasure, then your winning condition would be to be one of the richest players. It could be having the prettiest dragons, or having a KS familiar (are they buyable? thought they were but never paid attention to it). While it isn't true winning in the sense of an RPG type game, most people consider 'winning' this type of game means being in the 'elite' set of players, however they define elite. And anything that gives a tangible advantage to the players that can actually buy gems (As opposed to trade or amass free gems) is seen as pay to win, as those players can join their definition of elite much easier. (hope this makes sense..)

I also agree that the one that gives gems shouldn't. I also don't agree with the ones about the cooldowns and hatchlings (as much as I would LOVE them as I am NOT a patient woman, there are already too many hatchlings in the AH). I am also not sure of the elemental bit because the element is tied to your nest (as is eye color) The others sound good (some more than others :D)

#UnnamedIsValid
Let them Fight
Let them Serve the Deities
Let them Exist in peace!
Dragons needed --->
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Breed Characteristic Apparel!

Cuckoo Breed and Mutations!

Change Unnamed in YOUR dragon's profile!
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This sounds great! XD
This sounds great! XD
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I think this sounds good, support!
I think this sounds good, support!
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Support, with the existing caveats raised by others about gems and dragon cooldowns.
Support, with the existing caveats raised by others about gems and dragon cooldowns.

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everything happens so much
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I'M GONNA DRINK IT LIKE A PERSON
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