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Some ideas for new items. Abstract and specifically.

Unstructured ideas, requests and suggestions for the development of the game.
Nezzo88
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Re: Some ideas for new items. Abstract and specifically.

Post by Nezzo88 »

Lam al Adie wrote: Tue Nov 08, 2022 3:57 pm But an enhanced item would have to be defined in the programming.
You'd have to say which item might deserve an enhancement and what the new stats would be.
I'd love an enhanced reinforced black axe with 5AP and CRIT x3.5
For a 50% chance of success I'd pay 1 oegyth crystal and 1ROLS
Yes! I speak about that
~Від раю до пекла покотитись легко~
~Вкаже шлях біда~
~Від пекла до раю я стежок не знаю~
~Не тече зі споду догори вода
~
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Antison
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Re: Some ideas for new items. Abstract and specifically.

Post by Antison »

Nezzo88 wrote: Tue Nov 08, 2022 9:33 pm
Lam al Adie wrote: Tue Nov 08, 2022 3:57 pm But an enhanced item would have to be defined in the programming.
You'd have to say which item might deserve an enhancement and what the new stats would be.
I'd love an enhanced reinforced black axe with 5AP and CRIT x3.5
For a 50% chance of success I'd pay 1 oegyth crystal and 1ROLS
Yes! I speak about that
Again, this is a form of crafting and Lam al Adie is correct. This item enhancements can not be dynamic. It has to work the way it does in Remgard. Only a limited set of items can be upgradable as we have to create the content that is the final result of the enhancement.

Even someone like Kyra. Give her a complete ingredient list of items and she constructs the Globetrotter boots. That is a static crafting. You will not given the option of telling her to use it to craft something other than those boots. Why? Because the constructed item has to be "know" to the game engine. i.e. we've already added it via code and the player "thinks" that the item was dynamically created.
"A home without a beagle is just a house"
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rijackson741
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Re: Some ideas for new items. Abstract and specifically.

Post by rijackson741 »

One more thing. Damage modifiers are very correlated with attack costs, by design.
Level:71, XP:6493739, PV:608, FQ:84
HP:210, AC:212, AD:58-77, AP:4, ECC:16%, CM:1.5, BC:188, DR:3
Gold: 237559 | RoLS:1, RoL:1, GoW:1, VSH:1, RoFLS:1, WoB:1
HH:1, WA:1, CS:2, Cl:1, IF:4, Ev:3, Re:2, WP:DA:1, WP:1S:1, WP:B:1, AP:L:1, FS:DW:2, S:DW:1
Link_of_Astonia
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Re: Some ideas for new items. Abstract and specifically.

Post by Link_of_Astonia »

Very general ideas
1.) A belt ... the icon can go between the gloves and boots
2.) A cape/cloak as an extra item
3.) A third ring slot

As for the stats; I'll leave that to better minds
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Antison
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Re: Some ideas for new items. Abstract and specifically.

Post by Antison »

2.) We already have. But you can't wear them along with armor.
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rijackson741
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Re: Some ideas for new items. Abstract and specifically.

Post by rijackson741 »

A belt? Interesting idea, but what would the belt hold up? Our hero is currently not wearing anything below the waist (probably why some snakes are so dangerous ;) )
Level:71, XP:6493739, PV:608, FQ:84
HP:210, AC:212, AD:58-77, AP:4, ECC:16%, CM:1.5, BC:188, DR:3
Gold: 237559 | RoLS:1, RoL:1, GoW:1, VSH:1, RoFLS:1, WoB:1
HH:1, WA:1, CS:2, Cl:1, IF:4, Ev:3, Re:2, WP:DA:1, WP:1S:1, WP:B:1, AP:L:1, FS:DW:2, S:DW:1
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