Ah okay Terron, so pretty much what was talked about before. That's possible too. I might be okay with a heavy cost to reroll those weapon drop modifiers too like hums/etc but would involve a cost I'd say. Not sure yet though on that if we go that way.
anthriel wrote:..
I mean talking about how these can drop is fine. but how these drop and changing the whole OAD system are technically different topics.
When attacking I think it might be better if it just said the original weapon name, I do agree there. Lookover/etc will have the actual name. It's gonna be too cluttery anyways but it's more of a showoff thing regardless.
When you say 'Ember Slots' I think if it was to increase all embers it would be a problem mainly because people running around with 25% or 50% bonuses would be insane.
Random bosses with no notifications can be a thing as well, would be first come first serve type deal. It would be an addition to everything anyways.
Yeah I agree, people will be able to see what mod does what, I don't think we'll hide it from them.
We have control crystals implemented yes. But they had more potential. Sure I could post about fixing these ‘already-implemented’ things but why bother fighting another tide of change resistance.
Again, I get where your coming from but no one but 2-3 people follow it if you guys do that. I'm not lying or making a random shot when I say people say they got frustrated at the boards because everything got derailed/too much in one post. I'd really prefer other posts for different topics. Even I stopped posting for awhile, it's tough to wrap my head about so many issues and it's seriously hard to upkeep/remember/manage. I'm not saying the posts are bad either, but splitting up topics, specially when they have so much reading, is to the benefit of others who want to try to chime in.
But why not post about this in a new thread I.E. CC Improvements? I'd really like ideas on it. I do intend on extending it (including the city owning crystals) and I do agree it has more potential. But we should have different topics for different things. That way people can actually chime in it. There's often alot of text here, and when you have 5-6 different topics in one post, people don't post, it's too complex, people who just get in on this don't want to read 6 pages with random things, and I'm sure they have no clue how to jump into it at that point.
Styx wrote:Just go with sockets, and then we make the item to add
All monsters would need is a drop added, then we make the item.
Yes and no. I don't think it should be all drops. It kind of makes it too easy. The idea partially here is making players do something. Making farming drops is obviously something that players will to run around and do, which is a GOOD idea.
Logically speaking, having set drops means you have to have them at a very low percentage.
I.E. A mod dropping that gives 15HP. Since this is probably mid/highrange I would assume, this means the drop rate would probably have to be in the 0.x area, etc. Aka not alot.
Having it be a craftable means you:
A. Make players go to different areas to gather materials.
B. Make it feel like they are progressing.
C. Easier to manipulate farming times; if we want players to get X item in Y hours, rather then straight up luck/rng.
D. Make materials a high commodity through trading, not just the mod.
All are beneficial. What I mean by 'progressing' and 'farming times vs luck' is similar to what we did for some quests. Instead of requiring 4 items and having a drop rate of 5%, you boost it to requiring 20 items but having a drop rate of 25-33%. This means that even though it's MORE, obviously they drop MORE, thus you feel like you are progressing. It also makes RNG less of a factor. Someone could get 4 items if they're super lucky fast, but someone else could struggle for a super super long time, which isn't really fair. You can even boost it further if you want it to be far more common, etc, but I probably wouldn't go so crazy to prevent room clutter. AKA the less RNG (lower drop rate) the more it's easier to know how long it takes to get X materials on average and the more it feels like your progressing. You simply cannot do that by having mats drop straight up. It's less hard work and more dumb luck.