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TECHNOmancer
01-18-2010, 04:54 PM
Much of the discussion regarding the quality of rare/epic/unique items is focused on the utility of the item in comparison to its rarity, with the common theme being that few of these items seem to be worth the time or effort it takes to acquire them unless you're a collector (as I am). Using TQ as a point of reference -- for obvious reasons! -- monster-infrequent items could equal or even exceed the utility of a great number of epic and legendary items simply because they could be customized with relics or charms. On that basis, the ability to customize an item increases its value/utility and results in fewer items being labeled as 'useless' or 'filler'. Here's a proposal using TQ's item quality tiers:

gray (broken): no customization
white (vendor trash): no customization
yellow (magic, common): one or two methods of low-level customization
green (magic, uncommon): one or two methods of mid- or high-level customization
blue (epic): one method of low-level customization
purple (legendary): one method of low- or mid-level customization

On its face, this system, or something similar to it, would increase the utility of yellow and green items as compared to their blue and purple counterparts. With respect to ‘methods’, the following system could be employed:

low-level customization: increased base damage/armor value, increased percentage of existing bonus (added fire damage/defense, for example), increased durability of weapon/armor (if durability is implemented)

mid-level customization: addition of new bonus (fire damage/defense, for example), doubling of item durability (if durability is implemented)

high-level customization: addition of ‘+ skill’ bonus (+1 Marksmanship, for example), infinite durability (if durability is implemented)

Another method of improving the comparative value of lower-level items would be to implement bonuses that are unique to a given tier, i.e. specific bonuses may be found on green items but not blue or purple ones.

Any thoughts or comments regarding this are welcome.

TECHNOmancer

jiaco
01-18-2010, 05:26 PM
First off, my 2cents on durabilty: no thank you (same as identify, just wasting my time IMHO).

But then I like the basic ideas but hope that the team behind GD does not loose the affixes and would like to resubmit the chart as:

grey: only exist between levels 1-3, then they disappear from the game.
white: common can be socketed and can have 1 affix
yellow: magical can be socketed and can have 1-2 affixes
green: magical but rare, same as yellow but better stats for base item
blue: can either come with 0/1 affix or a socket
purple: can come with 0/1/2 out of 3 (prefix, suffix, or socket)

Now I really love the affixes of TQ. But cannot imagine the amount of work that went into naming them all. My main problem with the relics and charms in TQ is that I never used most of them, there were a select few I liked best and I stuck with those.
I think it would be great if the enchanter could change completion bonuses for a price.

I wonder what would be the general opinion on the ability to mix different, but related, relics/charms in order to craft enhancements with a greater variety of lesser stats?

yerkyerk
01-18-2010, 05:57 PM
I wouldn't want to see durability either.
I think grays may as well be removed entirely from the game, saves some work and they don't add anything anyway.

As for the list, I think it'd make sense to make white items highly enchantable/socketable and let them offer the highest amount of randomization, (for a huge price). This makes whites sort of interesting (especially if they have slightly varying base stats - in search of the perfect white item and than hope you get the max amount of sockets on it).
This is much as in D2 - where whites can be made useful by the amount of sockets they have (as well as the runewords, ofcourse) - with the difference being that instead of a single quest-related ability to socket items, you can pay a merchant to give a random amount of sockets.
Although whites should definetely not be the be-all end-all equipment ofcourse. Just the ones which can be personally customized the best.

As for the chart, I'd love to see magic weapons that can have up to 6-8 (weaker) affixes.

TECHNOmancer
01-18-2010, 10:59 PM
I was thinking more about this. . . I agree that gray and white items could have more utility. In order to accomplish this, as well as to provide an item/gold sink -- which is its own topic -- what if items could be refined or transmuted?

Unless I'm mistaken, alchemy would fit the milieu of the game nicely. An item of little or no immediate [or remaining] use to the player could be reduced to its essential component(s). For example, an item with bonus fire damage could be reduced to 'pyric essence', which could add +1-5% fire damage/resistance to an item. Higher quality items could yield better essences, including some that are unique to a given tier. Like the controversial topic of item durability, implementation of a chance to fail -- item is destroyed with no resultant essence -- could be considered.

The essences could also be combined, i.e. essences with the properties of fire, water, earth, and air could be transmuted into 'elemental essence'. Or, a base metal of an item could be improved: copper could be smelted/refined into brass or bronze.

Such a system would increase the utility of otherwise lackluster items, plus it would give the player the choice of trading a valuable green/blue/purple item from Character A (who can’t use it) to Character B (who can) or refining it instead. This would also reduce the burden on those poor pack mules (Hehehe).

TECHNOmancer

yerkyerk
01-19-2010, 12:49 AM
Since the currency is salt and iron anyway, it make sense to be able to transmute any weapons into scrap metal (the hero should carry his own portable transmuting device somewhere in his magic bag). I would want to have a "pick-up-all" and "ctrl+click=transmute item" buttons if that's the case though.
Than we can salvage every precious piece of metal in the game.

sharbu
01-19-2010, 11:50 AM
Should be fairly easy to justify in game as well - items can only be enchanted "so much", whites have nothing, yellows a bit more, blues even more, and purples are basically full. Hence lower spec'd items have more options available for customisation, but you would have to be lucky/dedicated to end up with exactly the item you want.

Perhaps make all purples have 1 genuinely UNIQUE property....whilst making sure that said property isn't the most valuable thus rendering all other items defunct.

Should be simple enough....oh...wait....

wizzleteat
01-21-2010, 02:13 AM
Since the currency is salt and iron anyway, it make sense to be able to transmute any weapons into scrap metal (the hero should carry his own portable transmuting device somewhere in his magic bag). I would want to have a "pick-up-all" and "ctrl+click=transmute item" buttons if that's the case though.
Than we can salvage every precious piece of metal in the game.

yeah. or at least UN-enchant magic items we don't want/need. yay a sword of +2 fire! but wait, i have a completed charm that will add +10 fire. good thing i can just remove this enchantment from the item with my little whizbang device here and put on my OWN enchantment... (at a gold cost, of course)

maybe even have it to where there is a chance of damaging or destroying the item ONLY on items found in the wild. that way it kind of gives you a safety net with stuff you've made yourself, but you have to be careful about what you do with stuff you find. would make it more interesting with the massive loot-dropping im expecting from the makers of TQ. ;)