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Random, truely unique items

Posted: Wed Sep 04, 2013 11:52 pm
by Durf
Hello, I am new to the forums, but a long time lurker and player.

An idea I have had while grinding across many games, and this one in particular, is to create a class of items that are truly unique, at least in their particular make up, name and stats. I am not sure how possible this is, given I do not code myself, but here goes.

The idea would be to have the program generate, either on character generation, or through a particular NPC interaction, a random item (or set of) with a random name (from a list, perhaps, or incorporating letters from the character's name, etc.) and semi-random stats (there would obviously have to be "reasonable" ranges in which the items are limited, but some of the effects could be somewhat random). Perhaps the NPC is extremely rare, and completely random in its appearance (both location and timing). If only a single item, the stats and effects of the item should be of the legendary class (or post, depending upon what people think). No two players or characters would likely every get the same weapon. It would be a pseudo-unique interaction and item. If there were to be multiple items, I would suggest they be limited to one legendary/post-legendary, one extraordinary, one rare, and one ordinary (but interesting) item.

Upon elaborating this, it seems as though this might also be possible, as others have suggested, for unique, rare creatures, etc., but that suggestion is already on the forums.

The primary suggestion here is for the game to include genuinely unique items (e.g. items no other player or character has a reasonable chance of also obtaining due to the large number of possible type, stat, name and effect combinations). A secondary suggestion is that while it should be a very rare occurrence to get one of these unique items, it should be a completely random event, and thus not involve grinding of any sort (except for continuing to play the game in general, in hope of eventually finding an item/interacting with the NPC).

Any thoughts?

Re: Random, truely unique items

Posted: Thu Sep 05, 2013 11:56 am
by Tomcat
I like the idea of a rare item that you can get by luck but you can't get by grinding.

Re: Random, truely unique items

Posted: Wed Sep 11, 2013 5:42 pm
by Durf
From yourself (Tomcat) and other devs/people familiar with the implementation limits to the code, any ideas on how randomness such as I suggested here might be implemented?

Re: Random, truely unique items

Posted: Wed Sep 11, 2013 8:32 pm
by Tomcat
I don't know that code yet ... I'd have to talk with Oskar

make magic find more useful for finding items

Posted: Fri Sep 13, 2013 6:13 am
by Dnadnnoid
note: I played a lot of diablo2 in my time so this idea is basicly from that game.

I think this game could use a bit more variety in the items. It would make it more fun to collect items and spend time searching for them.

so, say you find a mundane ring. (increases attack damage 1-2) upon dropping it would roll for a chance to spawn an extra ability like block or something

mundane ring of block:
adds 1-2 damage
adds %5 block

magic find would increase the probability of the item spawning with a second ability.

and then have different categories for higher level monsters to pick from

AFFIX:..................................SUFFIX
mundane 1-2.........................of the hammer 1-2
shiny 2-5..............................of the dagger 2-5
intricate 4-6..........................of the sword 4-6

so it would be possible to find something like an intricate ring of the sword and it would add 8-12 damage. maybe you may not find it useful but its still really fun to find cool stuff like that

EDIT: oh yeah and make the unique monsters respawn to give us a target to go after while grinding. if they drop a quest item upon killing then just have them respawn but code them to never drop the quest item again, just other cool stuff like mentioned. And they would ONLY respawn after you've rested in a bed. The dragon in lodars cave is a good example since its so very far from any beds.

Re: make magic find more useful for finding items

Posted: Fri Sep 13, 2013 3:06 pm
by sorrow
That's actually a good idea. And to think I thought this topic was another one for MF. And Diablo 2 is a good game I want Diablo 3 tho.

Re: Random, truely unique items

Posted: Sat Sep 14, 2013 12:44 am
by Pyrizzle
[Combined threads of similar topics]

Re: make magic find more useful for finding items

Posted: Mon Sep 23, 2013 4:14 pm
by Durf
Dnadnnoid wrote:note: I played a lot of diablo2 in my time so this idea is basicly from that game.

I think this game could use a bit more variety in the items. It would make it more fun to collect items and spend time searching for them.

so, say you find a mundane ring. (increases attack damage 1-2) upon dropping it would roll for a chance to spawn an extra ability like block or something

mundane ring of block:
adds 1-2 damage
adds %5 block

magic find would increase the probability of the item spawning with a second ability.

and then have different categories for higher level monsters to pick from

AFFIX:..................................SUFFIX
mundane 1-2.........................of the hammer 1-2
shiny 2-5..............................of the dagger 2-5
intricate 4-6..........................of the sword 4-6

so it would be possible to find something like an intricate ring of the sword and it would add 8-12 damage. maybe you may not find it useful but its still really fun to find cool stuff like that

EDIT: oh yeah and make the unique monsters respawn to give us a target to go after while grinding. if they drop a quest item upon killing then just have them respawn but code them to never drop the quest item again, just other cool stuff like mentioned. And they would ONLY respawn after you've rested in a bed. The dragon in lodars cave is a good example since its so very far from any beds.

I like this idea, and it could possibly also address the concept I was getting at with my original post, that of randomized potential to find truly unique items. The only thing I think it needs to merge with my above suggestion is a few added affixes and suffixes that are very rare and impart the better actor effects.

However, even without the super rare actor effects, the beauty of Dnadnnoid's suggestion is that there would be potential to find a very useful unique item even at low level.