Sad but true story, i got clan mates who sell their hard earned loom points to pay for their upkeep, and no they don't run around in max gear all the time.
Exchange upkeep with tickets and cooldown and usage points.
Dependent on item give them f.e. the ability to be used for 20 rounds then it can't be used for 5 rounds.
Also dependent on item, it needs usage points out of your usage point pool.
If that pool is used up, you can't use higher tear gear anymore.
That but would need several more outfits on every character and therefor more gold. Also a safe option for gear set 1-x would then be most welcome,
Anytime a part of your gear, reaches the cooldown, the servers switches to your next default gear, which may not be the same.
That way you can keep a balance to the items that'll be used without the need that players have to loose anything.
You can still reduce the gold income so people are only slowly buing stuff, but that is only a secondary balancing method in my mind.
The only good thing about upkeep is, that it makes people choose between lesser evils, less loss of gold or less good gear.
You may argue that that is part of the fun, still i believe it is more a matter of opinion and not logic as it is now.
This solution won't work well.
First of all, once your time with
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This would balance nothing, and just add an annoyance.
We do agree that upkeep needs to be replaced with something different, but this change needs to have an "active" effect on the player, not a "passive" one. Your suggestion (limited availability) would be a passive one for example. High upkeep, difficulties to acquire, limited ammunition or similar things are passive, because they have no active influence on the fight itself. Your opponent doesn't feel those limitations you have. A nice example would be the pocket-nuclear-bomb. Buying the item costs 100.000.000 (one hundred mil.) gold, upkeep is corresponding, you can use it once a week and you can only use it if you own at least five fiefs in strat. Still when it's thrown and kills every enemy on the map it is unbalanced. The enemies did nothing wrong, and yet they have to die, because a particular player has proven he has no real life. This is not how balance works.
You need a system where all players are equally effective, at least on the paper. They have to decide between different factors like mobility, protection, damage, flexibility and so on, but all those values added should always have the same result, never mind which combination you use. My idea for example was to need skills to use better equipment. That way, if someone appears in front of you, with full plate and a flamberge, you know you still have a chance, because his skills are worse than yours. This makes you FEEL the penalties he has to pay for his superior equipment, making this solution an "active" penalty effect. We need something like that.