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It is always useful to get feedback and hear what the general consensus is among fans as a sort of "reality check" to make sure we're thinking in the right direction. I've also learned how important it is in development to generate lots of ideas even if the vast majority of them are bad or impractical. The saying "you've got to have money to make money" also seems very applicable to ideas. The more ideas you have flying around, the more it gets other people thinking of their own ideas. Can't tell you how many times in group brainstorming sessions Ive seen someone come up with an absolutely terrible idea but then that bad idea might have one aspect to it that gives someone else a brilliant idea. |
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#52
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latest feature article: Your name in the credits of Grim Dawn - in progress: Combat
please read: Tips and Best Practises for using the Forums Last edited by eisprinzessin; 05-06-2010 at 09:52 PM. |
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#53
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A thing with affixes, for consideration.
Take affixes, instead of having one rare affix of a single type, make three affixes of that rare type. They all do the same thing at different strengths. Just make level requirements for those.
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I don't really see this as a huge problem but perhaps a better, easier to implement solution would be to have a level requirement on all items. The requirement would be low enough that players could still pump attributes to wear items above their own level but would eliminate the possibility of getting an uber item with high attribute requirements and an affix that gives it a ridiculously low level requirement. |
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#55
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My reason for saying the above is that you don't want to break up stat requirements too much, and having Jewelry require Spirit and Armor require Physique, it gets a little foreboding to also ask the player to require Cunning for weapons they may need to be competitive later in the game. The current break up of jewelry and armor though, that is more then enough to keep the player interested. Quote:
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What do you think Medierra? Am I crazy? Last edited by Scryer; 05-07-2010 at 02:59 AM. |
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#56
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For rings this would be different as they do not have stat requirements, so only the level prevents you from using rings with great bonuses right away. |
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#57
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So, in a way, I am doing some of what you're looking for in terms of offering people more options / flexibility. However, instead of allowing any character to do whatever they want at any time, I'm trying to give them more possible paths to choose from at the start but then still making some of those choices mutually exclusive to others so that there is a greater sense of meaning and commitment. For the most part, weapons will probably be tied to attributes in a softer way, where there may not be a hard requirement to use them other than level for most, but you'll be ineffective with them if you don't have sufficient cunning. Quote:
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#59
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I remember one time I was modding TQ when I removed the movement speed limit, and made this cool artifact that gave a ton of neat attributes, one of which was 15% movement speed.
I didn't realize I entered it in the "CharacterMovement" field, rather than "CharacterMovementModifier", so I ended up with some ridiculously fast character that practically froze the game with his inane speed. (base speed was 1.2, 15x faster ?!) |
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#60
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And that second paragraph pretty much nails my thoughts in terms of this whole thread. Removing stats requirements is just TOO much choice. I always thought of stats as just pushing you down a certain path. Of course in TQ it was pretty much melee, caster or hybrid. From what I've read and understood of your plans, I see a lot more potential for different and exciting builds in GD. |
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