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Nurvus
06-30-2008, 02:09 PM
It is always something that can make or break.

Requirements:

- I like how Diablo 2 allows any class to equip about any piece of armor, as long as they have enough Strength for it.

So a caster might sacrifice some caster stats to have enough strength for that heavy armor.


Features:

- Random bonus properties.
It is found in many games, and is always a neat thing.

And while it is even cool that for a given "quality", the same property may gain random values upon spawn (like in Diablo 2 and Guild Wars) like 11% to 15% bonus damage, the fact that it is purely random is often annoying.

Diablo 2, had some Cube recepies that allowed us to reroll the "random" properties of an item, using up alot of stuff (gems, etc)

Guild Wars, allows us to salvage those bonuses, so you can eventually assemble the perfect weapon 100% sure, however hard the parts may be.

- Weight (affecting character performance if total goes above a certain mark - depending on strength)
Many games have this, like Neverwinter Nights, Lineage 2, etc.

- Damage Types
Physical - > some pieces of armor may not defend equally well against Stabs, Slashes and Blunt hits.

This may come as 3 separate armor values (or more - for elements) or as 1 armor value, and percentile modifiers for each type.

Elemental -> I suppose Fire/Heat; Cold/Frost and Lightning/Electric are staples, but what about the rest?

Earth, Wind and Gravity can often be represented by Physical damage, with modifying properties (Air/Ground/Gravity) that change their effect on different creatures and situations.

Sound/Sonic is often forgotten.
Poison, Disease, etc, can be "Organic".

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Anything on your minds? =)

DarkVelvet
07-01-2008, 11:00 PM
I like the idea of differing damage styles for armor. my understanding is that KW will have so many attack styles that this could make for alot of fun in designing your character to be vastly more effective versus certain characters than others.
Example. say in WoW your really tired of those crappy rogues owning you?, build your setup slanted heavily towards piercing mitigation and Viola you now have a better than average chance. but... that mace dualwielder now presents a much trickier situation. could make for alot of fun and differing setups for peoples to create. much better than a catchall stat like resilience(dont get me started).

As far as encumberance Bleh... one thing i like about WoW is that bag space is the only worry you have. not both Encumberance was such an annoyance in EQ. nothing but a game drag that did nothing for positive gameplay.

Rauko
07-01-2008, 11:45 PM
Best way to balance something is not to make players fully equal in every way. Instead, make them each have an advantage and a disadvantage.
Self-correcting system :)

As for the equipment, until we know if/what damage types are KW, we can't go much further in this, but yes, hopefully theres a good range of differing melee and magic damages.

DarkVelvet
07-02-2008, 08:14 AM
As for the equipment, until we know if/what damage types are KW

Pretty sure if can be classified as a "damage type" it will be included.

Damon
07-04-2008, 03:36 PM
I like the idea of differing damage styles for armor. my understanding is that KW will have so many attack styles that this could make for alot of fun in designing your character to be vastly more effective versus certain characters than others.
Example. say in WoW your really tired of those crappy rogues owning you?, build your setup slanted heavily towards piercing mitigation and Viola you now have a better than average chance. but... that mace dualwielder now presents a much trickier situation. could make for alot of fun and differing setups for peoples to create. much better than a catchall stat like resilience(dont get me started).

As far as encumberance Bleh... one thing i like about WoW is that bag space is the only worry you have. not both Encumberance was such an annoyance in EQ. nothing but a game drag that did nothing for positive gameplay.

Great stuff Dark! This is a great post.

jimmy6154
07-08-2008, 07:19 PM
As far as encumberance Bleh... one thing i like about WoW is that bag space is the only worry you have. not both Encumberance was such an annoyance in EQ. nothing but a game drag that did nothing for positive gameplay.

Funny thing on this is that you could get bags that negated the weight of what you carried making it a null point... lol so why did they have it in the first place.... lol:p

amz181
07-09-2008, 04:52 AM
Great stuff Dark! This is a great post.

so really, what your trying to say is...Included!

Avacon
07-10-2008, 10:10 AM
so really, what your trying to say is...Included!
pretty sure thats what he might be saying because it is a great idea and will work really well in a mass pvp style game able to switch styles in game not sure if you want while on the battle field or not tho would make it more realistic able to switch between diffrent styles to combat one type or another to hone specific strengths and weaknesses for one fight and switch to another to fight the next player coming at you maybe only allow 2 styles to take with you into the field or more up to you but the more you have the more realistic it will get. All players fight each other with strengths and weaknesses that the other has as well will make it ballanced but yet not equal which can make for strong pvp game play and also can make for stong pve as well

Fungii
08-02-2008, 07:03 PM
i would like to see an incoming damage meter which is colour coded to the type of damage your toon is taking.

u could then choose different defensive presets/spells to mitigate one type of damage at the risk of a penalty from another type of damage.

the above would require proactive and organised team play to win the day.