equipment tiers

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Kage
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Re: equipment tiers

Post by Kage » 19 Jul 2010, 01:19

Arphetic wrote:You might want to make this a 50-50 situation, so you can get to 120 points from your status points and 125 from your armors.
So everyone can reach the 255 limit?

I purpose more of a 210 limit area... or less... Cutting it right on 255 is foolish IMO
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Re: equipment tiers

Post by Rotonen » 19 Jul 2010, 13:37

Not that you have to make everything immediately available. Start small, release more when things are balanced for the current content.
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Kage
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Re: equipment tiers

Post by Kage » 19 Jul 2010, 13:49

Rotonen wrote:Not that you have to make everything immediately available. Start small, release more when things are balanced for the current content.
Indeed. But we still need room for expansion.
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Re: equipment tiers

Post by Wombat » 19 Jul 2010, 21:11

Not sure if it has been mentioned, but space for temporary magic buffs also may help. 210 max from equipment + max. character advancement would leave room for that, I think.
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MerlinX420
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Re: equipment tiers

Post by MerlinX420 » 09 Aug 2010, 18:16

I like the concept but I see flaws in it. It's almost redundant to have specialized gear when really gear of any particular type would only be suitable for one maybe 2 class roles. What warrior in there right mind would walk around with "Greater Warlordplate of the Rabbit"?
Luck is really a worthless stat atm in the game anyways. Why no DEX bonus gear? At least I could see leather with dex on it usable for more then one class.(Assassin/Archer). Would the armor type be random? I would hate repeating a difficult quest over and over again just to keep getting Plate-chest of the Cat so I can vendor it because it is an useless piece of gear. The way I see it there are only a few real class types.

Warrior = Plate Gear (why have every variant of plate gear when you really only want of the bear for dps or of the turtle to tank)
Archer = Leather or light mail with DEX
Assassin = Leather gear with AGI (already have an assassin's set) and maybe str for melee attack power.
Mage/Priest = INT. atm I see no difference in the stats needed for either role. A way separate these 2 classes would be ideal.

This scaling gear type is also one of the biggest mistakes that most mmorpg's make. Instead of unique graphics for a higher lvl piece it's just the same old thing with slightly higher stats. You could have a lvl 50 look just like a 99 and the only difference would be how powerful the gear is.

Really at this point in the game I only see reason to have one gear set per class role atm. now in the future having different type of gear quality could be something interesting but only as long as it wasn't just to reuse a spirte for a higher lvl item

Based off the Assassin set there could be a set bonus added to the existing gear to help define class roles.

Hat +5
Pants +5
Chest +10
boots +5
gloves +5

It's not much only +30 in stats, but that is was the assassin set's agi bonus is at if I am not mistaken.
Of course this doesn't include rings or neck pieces that could be made to add to this. I could go on for days about this but I see things both from the dev POV and the players POV. The system you described sounds functional on paper but in practice it would just be hell. Gear would get reused for higher scale gear and we would always look the same from lvl 10 to 99. Kinda boring and lazy if you ask me.
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Re: equipment tiers

Post by Acegi » 10 Aug 2010, 12:23

I'm not sure we'd look the same ALL the time but for specific situations yes people would be wearing the same thing (of the class) for grinding levels as an example. Some things you can't see being worn anyway (I mean right now) take the 4 leaf clover or the towel. If you walk into town you'll see straight away a huge assortment of variations in clothing having these "special stats" items doesn't force people to be wearing them all the time only during certain situations which really isn't much different to the warrior or mage class now. Only the archer-mage combination shows any real flexibility atm in combat.

So to me having visual differences in different levels of the same type of outfit would add to the game rather than limit it.
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Re: equipment tiers

Post by Jaxad0127 » 10 Aug 2010, 16:38

For manaserv, we plan of allowing individual items to be dyed, not just replaced with a pre-dyed instance. This will allow a wide range of colors for each visible item.
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Re: equipment tiers

Post by yourmistakes » 01 Dec 2010, 08:04

what's going on with this?
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Wombat
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Re: equipment tiers

Post by Wombat » 01 Dec 2010, 08:24

Waiting for balance to determine equipment tiers.
Current character is "Abolish".
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Re: equipment tiers

Post by wushin » 01 Jul 2014, 05:38

Bumping this because it needs great justice.
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Re: equipment tiers

Post by nm0i » 01 Jul 2014, 20:29

wushin wrote:Bumping this because it needs great justice.
Yeah, mewbies have nothing to do but to grind 90 lvl till they meet content -_-
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Re: equipment tiers

Post by wushin » 05 Jul 2014, 13:11

Along with weapon quests new gear variants for all levels need to be added. It also causes a bump up in some mob stats.
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