Ok first I wont disagree that the basis of this question is another game where this system was recently added and suddenly generated immense interest in dead concept of farming. It also kept things fair between lower and higher leveled players.
For Example I found an item with my newbie there which got sold for a lumpsum even by that games standards making me not such a newb anymore lol.
My question is - Is it possible to have items - dropped from monsters to have slightly random attributes ? so no item is the same as other like snow crystals. Old software had an issue of limited IDs but I learnt that is not the case in eA since you also have the enhancement system.
You know for example - Ribbons[1] are dropped by bats.
95% of those ribbons will be regular ribbons , but 5% would be ribbons with random bonus attributes.
Say a random of one to four properties. I had actually suggested this for forged goods a few months back( even before this system was added in the other game - it was as if they read our suggestions lulz)
So A ribbon[1],Poring hat, Helm[1] could have bonus properties like (This is an example)
* DEX+1 ( could be 1~3 of any random stat)
* Chance to get *Random item* while killing monsters
* HP/SP + Random (1-200)
For each gear based on where its placed ( headgear , footgear , armor ,weapon)
You could have different pools of Random properties.
These random properties in rare cases could be so good that the person would spend days or weeks finding one with the correct random stats as an alternative to SQIs. Items with random properties can/can not be enhanced further with the enhancement system.
Because we must face the fact , MVP cards and SQIS mostly kills the variety that RO usually offers.
A random system like this would make the game something like Diablo 2. Grey items = worst , Golden items = Unique.
One of the best reasons for Diablos success was its gear randomization system - It was epic even before LoD patch and runes were added to Diablo 2.
This could/would make people massive farmers. No one would want a plain silk robe [1] - they would try and farm silk robes with favourable random properties before over refining. A HP would prefer to use a saints robe[1] which gives random properties better then a silk robes randoms. Each item regardless could have the option of being good. Its true that higher level items would still have a better chance of being overall stronger but it will make the weaker items equally useful. For example a Cotton shirt[1] with 1~3% damage reflect could outweigh a normal silk robe but not a silk robe with similar properties. It is also true that people will still farm higher items(like meteor plates) in hopes of getting better randoms on them but the lower ranked items would always be more due to the ease in getting them and often attract buyers when sold in the market.
This way every item farmed has the potential of being worth a fortune or worth nothing. People will atleast start farming stuff instead of relying on OVBs for most of their mediocre gear needs. OVBs will give gears without any bonuses so you must farm monsters for ones with bonus.
Oh yes, This is a question plus discussion. This is not a suggestion - I am not asking for this to be added - I am just discussing its feasibility in coding and existing with RO mechanics and its something good to think over. I mean I had left that other game and ever since this was added there - I started farming stuffs lol.