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Sun Mar 13 11:21:57 EDT 2011
Quote from Kuzachika
Just an additional thought about the "crystals" or whatever they will be called. Sdiddy mentioned having different levels of crystal "common through extremely rare" or some such, I'm not sure if this is where he was going with that, but could it be that the rarer the "crystal" is the more powerful it is? That way you could technically have X amount of "crystals" by the same name, but they could all give different bonuses.
Example:
Common Blue Crystal: Gives +10% to Attack + whatever additional stats
Uncommon Blue Crystal: Gives +15% to Attack + whatever additional stats
Focused Blue Crystal: Gives +25% to Attack + whatever additional stats
The way I understand it, there would be a small number of "socket types", and a handful of crystals which fit into each of them. Some crystals might even work in multiple socket types, but they might be rare, or perhaps less effective.
There would be crystals of varying rarity and worth, for each socket type. It would probably be visualised by colouration, where a blue crystal only supports the blue socket, or something along those lines.
This kind of setup is much more interesting/customisable than 5 simple upgrade stars. I would love to implement it. I've began work on items now, and I'm about 65% through porting the game engine to the new item DB tables and functions. Then, I'll start work on the Item Maker UI itself.
I have left room to drop in support for crystals and item mods, since I know roughly how we expect them to work.
The best plan is to keep discussing it here, and once there is some sort of consensus reached, I'll implement it (and very quickly, since it's already been largely anticipated by the new code).
Invisible War ][
Edited 1 time(s). Last edited by Cyberkilla @ Sun Mar 13 11:23:11 EDT 2011
Wed Mar 16 11:19:29 EDT 2011
Prodigy, I'll respond to your post in a minute. I have to go, so I'll keep this brief...
Dual wielding weapons. What are your thoughts? (this question is to everyone).
The idea is, you would be able to equip items into your shield slot (which may be renamed to off-hand), that gave you attack power, but NO HP or Defence.
It would be up to you whether to opt for dual wielding, and getting extra Attack, etc., but sacrificing your chance to get the HP & Defence from a normal shield item.
The attack power you gained would probably be less substantial than that which is capable with the weapon slot, though this isn't final.
I would like players to be able to specialise their accounts, and not just have the same boring configuration. To do this, I've added more attributes to items, and made many of the attributes either/or, so you can't have everything. When you can't have everything, you have to make decisions, and that makes things interesting
The options are:
- Make all weapons (or just ones with Dual Wield enabled) equippable to either weapon or shield slots. In the shield slot, their attack power might be diminished slightly.
- Make some special weapons that are overpowered drastically, but which require "two hands" to hold them, so when you equip them, you can't equip anything into the shield slot. The shield slot/UI would probably change around on your profile to illustrate this, and not just show an empty shield slot
- Make it so you CAN make items for the shield slot that happen to be weapons, but only allow them to be equipped to the shield slot, since they are items FOR the shield slot.
I hope that gave everyone some good ideas
I'll be finalising this stuff tonight, so opinions are welcome (and time is of the essence).
Dual wielding weapons. What are your thoughts? (this question is to everyone).
The idea is, you would be able to equip items into your shield slot (which may be renamed to off-hand), that gave you attack power, but NO HP or Defence.
It would be up to you whether to opt for dual wielding, and getting extra Attack, etc., but sacrificing your chance to get the HP & Defence from a normal shield item.
The attack power you gained would probably be less substantial than that which is capable with the weapon slot, though this isn't final.
I would like players to be able to specialise their accounts, and not just have the same boring configuration. To do this, I've added more attributes to items, and made many of the attributes either/or, so you can't have everything. When you can't have everything, you have to make decisions, and that makes things interesting
The options are:
- Make all weapons (or just ones with Dual Wield enabled) equippable to either weapon or shield slots. In the shield slot, their attack power might be diminished slightly.
- Make some special weapons that are overpowered drastically, but which require "two hands" to hold them, so when you equip them, you can't equip anything into the shield slot. The shield slot/UI would probably change around on your profile to illustrate this, and not just show an empty shield slot
- Make it so you CAN make items for the shield slot that happen to be weapons, but only allow them to be equipped to the shield slot, since they are items FOR the shield slot.
I hope that gave everyone some good ideas
I'll be finalising this stuff tonight, so opinions are welcome (and time is of the essence).
Invisible War ][
Edited 1 time(s). Last edited by Cyberkilla @ Wed Mar 16 11:21:34 EDT 2011
Wed Mar 16 11:37:02 EDT 2011
I think not all weapons should have the dual wield attribute, but some different kind of weapons / and or specialized weapons, or have it so you can pay for a weapon to be changed from main-hand to off-hand. (Thought not sure how the paying for a weapon to be changed from a main-hand to off-hand would work due to you saying that they will lose hp and def, not sure if it's possible for once it's changed, attributes get lost, and attack attribute gained)
Edited 1 time(s). Last edited by imamonsta @ Wed Mar 16 11:38:30 EDT 2011
Wed Mar 16 12:09:25 EDT 2011
I find that to be very interesting CK. As you have it right now, that sounds just fantastic.
It would then be up to the player to find the balance between using a 2 hander, wep + shield, or dual wielding, it's brilliant. I agree with all your ideas there, I see no fault in it.
My suggestion / idea could be a pa**ive bonus depending on what types you are using? Possibly:
(This of course would be up to how you plan on going about the item changes, these are just random benefits I threw out there, because I don't know how stats are going to look)
- Weapon + Shield: Increased chance to defend from Crits, increased dodge chance, decreased damage
- Dual Wield: Increased Agility, increased chance to hit, decreased defense
- 2 Hander: Increased crit damage, but with a decreased agility and hit chance
Now obviously the 2 handed weapons would have to be pretty buffed. With something like this, players would have to be way more careful of who they fight, a weapon + shield user is more likely to win against a 2 Hander with same level gear, because it basically nullifies the 2handers pa**ive. A 2 hander on the other hand, has more chances vs a Dual wielder. Ultimately in the end though, it's still up to the RNG of attacking to determine who wins, but the pa**ives add different chances of success basically.
Of course the benefits of actually having a weapon + a shield would already give you an added boost to your DEF and HP, and a 2 hander, and dual wield would already have that added attack or accuracy, but with pa**ives it could add to the benefits, and also decrease on your weakness to balance it out.
Also kinda makes me wonder after all these changes, what is going to happen with set items? When we create an item, are we able to also make them part of a set?
(Edit #4 ftw )
TL;DR: Possible pa**ive attributes depending on what your set-up is, all in all a great idea.
Edited 6 time(s). Last edited by Symphony @ Wed Mar 16 12:26:14 EDT 2011
Wed Mar 16 16:00:16 EDT 2011
Quote from Prodigy
I find that to be very interesting CK. As you have it right now, that sounds just fantastic.
It would then be up to the player to find the balance between using a 2 hander, wep + shield, or dual wielding, it's brilliant. I agree with all your ideas there, I see no fault in it.
My suggestion / idea could be a pa**ive bonus depending on what types you are using? Possibly:
(This of course would be up to how you plan on going about the item changes, these are just random benefits I threw out there, because I don't know how stats are going to look)
- Weapon + Shield: Increased chance to defend from Crits, increased dodge chance, decreased damage
- Dual Wield: Increased Agility, increased chance to hit, decreased defense
- 2 Hander: Increased crit damage, but with a decreased agility and hit chance
Now obviously the 2 handed weapons would have to be pretty buffed. With something like this, players would have to be way more careful of who they fight, a weapon + shield user is more likely to win against a 2 Hander with same level gear, because it basically nullifies the 2handers pa**ive. A 2 hander on the other hand, has more chances vs a Dual wielder. Ultimately in the end though, it's still up to the RNG of attacking to determine who wins, but the pa**ives add different chances of success basically.
Of course the benefits of actually having a weapon + a shield would already give you an added boost to your DEF and HP, and a 2 hander, and dual wield would already have that added attack or accuracy, but with pa**ives it could add to the benefits, and also decrease on your weakness to balance it out.
Also kinda makes me wonder after all these changes, what is going to happen with set items? When we create an item, are we able to also make them part of a set?
(Edit #4 ftw )
TL;DR: Possible pa**ive attributes depending on what your set-up is, all in all a great idea.
Thanks for responding
Okay, so we have Dual Wield, 2-Handed, and Weapon + Shield. I like that.
In terms of penalizing based on the method the player opts for, I think that's possible to. In the best case scenario, I should be able to do it all through the item's own attributes.
For instance, in the case where people who Dual Wield should have less defence, that's easy, since they won't get any HP or Defence from their shield slot. So that is simple to do.
We can also a**ume that the Block chance when neglecting to use a Shield will also be rather low, since the likelihood is that the shield slot will be one of the few slots that provides that attribute.
Dual Wield is less accurate, whereas holding a single weapon with two hands is probably going to be more accurate. I agree with you on all points.
---
With regards to set items, yes, you will be able to make items part of a set. The bonuses are going to be hard to decide upon, but I'm leaning towards a system that determines the bonuses you can provide via your set, based upon the attributes of the items within it.
It would be almost like a +x% boost on the sum of all item attributes in the set. That would be the easiest way to do it, anyway. Or perhaps you'd only be able to pick one or two attributes to have that effect upon. It's important that I think about this aspect of sets more, but it's not the most vital thing at the moment. I'm keeping it until the end tbh.
Technically, you can have multiple items of the same slot, in the same set. For instance, I use this so that special items I make are compatible with the Devastation set, etc. I may allow players to add some duplicate items, incase they want to add a bit of choice to their set, but I haven't decided upon that yet. It probably won't support that at release time.
Invisible War ][
Edited 1 time(s). Last edited by Cyberkilla @ Wed Mar 16 16:02:48 EDT 2011
Thu Mar 17 12:23:10 EDT 2011
Dual Wield should give extra attack power and agility.