The big difference between our old IotM and KoL's old ones is power creep. Nobody wants a hand turkey for its utility. Its
only value is rarity. I have Snowcones and Candy Hearts on my character, but when I look at speed runs, nobody uses either. KoL has some serious issues with some pretty extreme power creep. Not only are mechanics reintroduced, but they're reintroduced and made categorically better. Who even cares about Green Pixies any more?
I have tried very, very hard to avoid power creep. The down side is that older items retain value beyond novelty (it also makes designing stuff a lot harder). I can see how it makes it frustrating for newer players who look at older items longingly, but really dislike the idea of IotM constantly marching to newer and higher levels of absurd power.
It's a difficult line to walk from a design standpoint, because any deviation from the standard really stands out. Bike shorts stand out because they're potent. The boomerang/ring/shield set stands out because they're really pretty weak. Of course, there's also the matter of perception vs. reality on what's actually useful. Like Harry mentioned, the Skullcap was viewed as worthless right up until Retcon hit, when it became huge. And then others are just overlooked for some reason, like the Quiver or the Jester.
Theo wrote:I would actually consider donating if I could have a pick at one old IotM, but as of right now I feel so far behind in that type stuff that I've been hesitant to donate any.
We try to keep power at a relatively even keel, especially for things that have a big impact like item drops. The current sidekick has the same +items as the Smuggler. Every year, we release an accessory with the same +item as the Hero's Cape (except for the Mask which has other things going for it). While the +8 psychic damage of the Index is weak sauce compared to the PP regen of the Cape, other offerings can compete with the Cape.
Thorak wrote:My reasoning is that it is ALWAYS better to give players a chance to even out the playing field.
See, here's the problem.
Group A: Newer players without access to old items outside of the secondary market
Group B: Older players who have said old items because they were around for introduction
Group A: Wants to be able to buy older items from the game at a set price
Group B: Was promised that this would never happen and, potentially, bought items as investment based on this
One group is going to be disappointed.
And if you want an even playing field, we have that: no item retcon.