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Post by papamike on May 11, 2020 1:33:16 GMT
say you have a long sword that has +1 ab, eb and regen on it. Every 2 or 3 levels character gets, those stats go up 1 point. So at lvl 40 or so it would be 20 ab, eb and regen. could do that with all mele and ranged wpns. For casters staff, it could be spell slots as those spell levels are earned. Mele would still have to get elemental damage from the casters. could do the same with armor ac. adding elemental immunes to different types. different immunities with different types of gear. boots, helm, armor, etc. Not a computer programmer so don't know how hard or how much work that would entail. Just a thought.
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Post by dopplegang on May 11, 2020 4:29:19 GMT
One problem with this.
Life, and fantasy life as well, are boring and completely not worth it when your needs are all completely free and handed to you with no effort at all. People know when they are being patronized, and not many people in this world actually enjoy being patronized. There are centuries of debates and philosophies to be spoken of about the purpose and the reward of gainful employment.
If HG were to become a handout where you gain the gear needed as soon as you gain the level you need it at, so that you could wander the land meeting and slaying the level appropriate beings of that land with exactly the gear you need to slay them, none of us would login again. A huge part if not all of the lure of HG, the attraction of this server, is the fact that things are not handed to you. They must be earned, found, discovered or otherwise worked for. And the harder a thing is to find or to acquire, the more valuable we come to place on it, outside of the real intrinsic offensive or defensive value the thing may have in itself. If the strongheart was given to every new player we would be throwing them away even though their physical value is so high, simply because everyone has extras.
We come to play on HG not because we are housecats that expect the food will be served by the slaves at the right time and place without fail because we have gained the required level. We come to play on HG because we know that even an "easy" Nessus run we have done a hundred times can still fail if we do not pay attention and be sure we stay on our toes.
In HG Life is hard. It is hard to find the items worth finding, it is hard to stay alive when that random with the Brachina pops up and the tank didn't have his confuse item on, the sorc was about to rest but the Orthon Fist now wont let him and hes running low on spells, and the Faluzugon is cursing everyone, and there went the last possum.
Almost anything worth doing is hard, as it should be.
In short, we are here to be challenged, not to be hand fed. Item upgrades with no requirement to go out and explore anything and no challenge whatsoever? This idea would be boring no matter what you had to do to earn it, simply because you couldn't then reward players with items or gold, all players would be virtually identical, all needs would be covered with minimal effort.
Sorry. But if this is the direction HG would be moving, then I will mourn the loss of my entertainment, and catch up on all the honey-do list that I have neglected for 6 years.
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Post by Deleted on May 11, 2020 4:39:15 GMT
Agree with Dopple 100%.
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Post by woqued on May 11, 2020 6:04:28 GMT
Growing weapons are a cool concept, even if not in the way where you just get a weapon at lvl 3 and carry the same thing until 80 and beyond.
Just hard to implement though I presume, and quite possibly not worth the trouble... But cool concept nonetheless, sentient/alive weapons are a genre classic.
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Post by dopplegang on May 11, 2020 10:38:13 GMT
that is a concept I could be interested in, I once wrote a script that would add a point of xp to a weapon any time you made contact and produced dmg to a mob with it. So that over time you would gain bonus dmg using that specific item, as if you got better with practice with that item. Gain 1 million xp on that weapon from using it, add 1 point of internal dmg per million xp when that toon wields that item(general idea, I didn't have internal dmg type). it was fun to grab an old weapon and know that you hit harder with it cause you are familiar with it. and it gave you a reason to keep a weapon and just craft it or upgrade it rather than swap to the newest thing you found.
just a fun idea, something like that would need a cap on HG, not even convinced that it would fit in with HG myself.
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Post by magecat on May 11, 2020 12:36:45 GMT
Put the script in as a run completion reward for specific bosses so that completing xxx gives a bonus on a scale, but not every damage type is available on every weapon. Put a smith in town that allows you to create the weapons as unfilled templates along the lines of the L35 or higher using damage gems to define the types. If you really want to restrict it, bond the weapon to the character. That way, you don't have people grinding with a L80 to hand off to a lesser toon. - 1d6
- 1d8
- 2d4
- x because I haven't been in the client recently and don't remember a low level specific number
- 2d6
- 2d8
- etc
Tie specific damages to specific runs, and you generate need for those runs.
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Post by Deleted on May 11, 2020 13:47:58 GMT
More damage sounds great! Love this.
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Post by woqued on May 11, 2020 16:18:55 GMT
Thing is, our gem-imbued weapons already serve this type of idea. They change as we want them to to fill our purposes (limbo p1 weapon, weapon crafting). Having a growing weapon would need to drop fairly early, and not outrank further drops - there is no need for such an item since the gaps are filled by lvl 17-20, 25, 35, db/ll set weapons: there's no real gap to fill, no space for this idea on HG.
This would best serve AA's who really quite need the bows from DB, or a class specific item that grows with you similar to Harper boots (cool find, now find another cool thing and it gets stronger). AA bows are similar to this as well - you feed your bow other bows to make it stronger. Concept exists, just not a popular one here specifically. Here the choice has been made to specifically try and avoid locking down a piece of gear in place for a character to make gearing more interesting - with certain items causing minor headaches at times (wrap, harper boots come to mind).
Since monks do not have XR or limbo pt1/pt2 gloves at the moment (i believe), maybe those could also benefit from such an idea being brought to fruition.
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Post by magecat on May 11, 2020 21:31:18 GMT
As you have presented this, you are correct. I would contend, however, that what you argued against is not what I wrote.
My proposal, which, as we both pointed out, is modeled on the L35, etc, weapons, would allow you to craft your own damage set within the model. Since you would still be following the design of, my example being L35, 2 exotics and 3 elementals, you would still need more than one weapon to be universally effective. You would just be building it instead of hoping that the appropriate piece dropped at some point.
That would mean that you could have a growing set of specified damage, but it would also mean that you would be able to designate what weapon you wanted without it being a gimme.
Ex:
Choose Weapon: Dagger Kukri Etc
Choose First Exotic Damage: Magic Positive Negative Etc
Choose Second Exotic Damage: Magic Positive Negative Etc
Choose First Elemental Damage:
Etc....
It gives you a foundation for specializing the character while still giving you something to strive for as all of those slots start out weak and need to be built upon.
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