Symphony

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Wed Mar 7 6:16:08 EST 2012

Quote from Superdark
I-W[]

Also, I understand that you wanted only preferred players to be able to create items, but at the same time like to see people with more varied sets other than seeing every level 100 with an Incandescence set. Round 3 allowed for people to make many more items and have more versatile sets (in fact, you'd rarely see two people with the same set). Perhaps more allowance for regular players to create items, maybe with restrictions that are lifted when you purchase PP (less powerful, maybe less attributes allowed per item?) could work.

Just a couple thoughts. Also, I wish I had 140k points over here like I do there, but what can you do? (smiley)

Edit: Added another paragraph.


The problem atm is that Incandescence set is rare. It can only be obtained by means of raiding CE. So it's stronger than many items... most likely stronger than an entire set of level 150 uncommon items (which can be spawned, while rare cannot), so the only way to make items better than the Inc set, would be to make them rares (like my level 120 set). So, these must be dropped by raid bosses, my guild has been raiding my 3 bosses each day for I don't know how long, and we've only ever gotten 2 items from them.

I guess what I'm saying is, it's too hard to get items better than Inc set. At the current drop rate, it seems it will take a long time to get people new items better than Inc. This is the reasoning of why there isn't many items like that.

Uncommon items are just so easily overtaken by anything a few levels higher than it, there is almost no point to make them, besides to be unique.

For example, the level 127 uncommon exp/hr set I made. Inc set is by far better than it, since I'm very limited stat-wise, so no one will even use it. It was a waste of points really, and time.

So, if you propose non-PP players should be able to create items, but are limited in stats or power... you're going to have some very weak items.


I'll use this chance to even further my wall of text with something from Round 3:
I was able to experience exactly how questing/attacking works in Round 3 with *JT*. I now know that the mobs there can be attacked 5 times, and when they are attacked by another player, they respawn instantly for you.
So we went through Wolfmothers map for a while, attacking together as partners. This is really interesting way of doing things. To make the most out of attacking Round 3 required partner(s).
It's hard to say whether that way is better.
I suppose the way we use now is much better, but it's still interesting nonetheless.


Edited 1 time(s). Last edited by Symphony @ Wed Mar 7 6:19:33 EST 2012

Superdark ]I-W[

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Wed Mar 7 8:37:34 EST 2012

The current system could change, depending on CK's interests. I was suggesting one method of increasing set diversity (and yes, I knew the bit about rare items and such when I posted that). Problem is, there won't ever be any diversity if things stay the way they are currently because, as you said, there's no point in making items beyond trying to be unique. JD, for example, has a unique eph set, but that's because his power is high enough that he doesn't need a huge boost from items.

If CK wants to keep things as they are (where few people put the item creator to good use, as far as I can see), then that's fine. Otherwise, he'll have to change something. One of my favorite things about Round 3 was looking at players' items when viewing their profile because everyone's was different. Granted, there weren't many attributes on the items, but it was fun nonetheless. Just my thoughts.



Symphony

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Wed Mar 7 9:29:07 EST 2012

Quote from Superdark
I-W[]The current system could change, depending on CK's interests. I was suggesting one method of increasing set diversity (and yes, I knew the bit about rare items and such when I posted that). Problem is, there won't ever be any diversity if things stay the way they are currently because, as you said, there's no point in making items beyond trying to be unique. JD, for example, has a unique eph set, but that's because his power is high enough that he doesn't need a huge boost from items.

If CK wants to keep things as they are (where few people put the item creator to good use, as far as I can see), then that's fine. Otherwise, he'll have to change something. One of my favorite things about Round 3 was looking at players' items when viewing their profile because everyone's was different. Granted, there weren't many attributes on the items, but it was fun nonetheless. Just my thoughts.


Yeah, I do agree about the amount of items in round 3 though. I've been browsing a lot of profiles looking at them. (A lot of them are from Diablo, and various other games I don't know the name of, ie., copyrighted material. )


Edited 3 time(s). Last edited by Symphony @ Wed Mar 7 9:34:20 EST 2012

Aurum KodEXo

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Wed Mar 7 12:34:29 EST 2012

I would like the ability to look at other players' items aswell, though players should be able to hide the items from their profile, if they wished to keep them secret.

¯\_(ツ)_/¯
Edited 1 time(s). Last edited by Aurum KodEXo @ Wed Mar 7 12:35:07 EST 2012

Cyberkilla

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Wed Mar 7 18:20:32 EST 2012

Quote from Symphony
Quote from Superdark
I-W[]The current system could change, depending on CK's interests. I was suggesting one method of increasing set diversity (and yes, I knew the bit about rare items and such when I posted that). Problem is, there won't ever be any diversity if things stay the way they are currently because, as you said, there's no point in making items beyond trying to be unique. JD, for example, has a unique eph set, but that's because his power is high enough that he doesn't need a huge boost from items.

If CK wants to keep things as they are (where few people put the item creator to good use, as far as I can see), then that's fine. Otherwise, he'll have to change something. One of my favorite things about Round 3 was looking at players' items when viewing their profile because everyone's was different. Granted, there weren't many attributes on the items, but it was fun nonetheless. Just my thoughts.


Yeah, I do agree about the amount of items in round 3 though. I've been browsing a lot of profiles looking at them. (A lot of them are from Diablo, and various other games I don't know the name of, ie., copyrighted material. )

This is very much at the core of why the item maker is PP-only. If we could somehow find a way to let anyone make an item with acceptable artwork, the number of items would explode. (smiley)

The other issue is with power allocations, and I think there is some room for improvement with them. In round 3, items had no min_level and just one attribute per item. The only limit in the power of the item was the amount that you were willing to spend on it. More power == more money.

Here, we have a min_level to stop things getting out of hand, and upper bounds to stop items becoming too powerful. I suspect that we need to raise the limit still further, and I hope that solves the problem.

We have Common, Uncommon, and Rare at the moment, but there are more quality levels above that which I haven't enabled. I would like one or two official-only quality levels, which would be mostly the same power limits, but perhaps with support for more attributes on a single item. If you're used the item maker, hopefully you'll understand what I mean.

There's a lot of good feedback to respond to here, and this is just part of my response. (smiley)

EDIT: What if we had our own item artwork editor, which was either vector-like, or gave a selection of pre-made shapes, primitives and art, which you could draw/arrange to create your image?
I wonder if it would be powerful enough to draw a decent sword, shield, etc.

It would be nice if I could regulate it a little less, but it depends solely on whether you perceive an item image to be in the same sort of context as an avatar, or whether it is supposed to be part of the core game, and as such, of a consistent quality to official items.

Personally, I'm on the fence at the moment. I don't want stolen artwork, and I don't want mspaint images... On the other hand, if this is to be anything more than a tool for me, and a curiosity for the few players that can draw, sacrifices will have to be made.

Items are just one factor in all of this. I'm still trying to get my head around it all.


Invisible War ][
Edited 1 time(s). Last edited by Cyberkilla @ Wed Mar 7 18:27:30 EST 2012