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Weapon Progression
This is all brainstormed. Please leave constructive comments
down below on how this could be better, or what is wrong about it. Thanks ( ͡° ͜ʖ
͡°)
How does this sound?
· A weapon system based on character level.
· When you get a weapon, it has three (or more) different states, normal (like BDO green weapons), good (BDO blue weapons), and rare (BDO yellow weapons). They can be acquired like normal (killing monsters, crafting, bosses, NPC purchases, etc.)
· The weapons get better, the more you use them ( like workers in BDO get new abilities every 5 level, when you use them, max being level 30). Every (certain) amount of levels your weapon goes up, it will get a new buff or perk (like +5 dmg to undead, or range +7). The effectiveness of the perks will be based on weapon rarity and RNG (like when you level up a horse in BDO, the skills you get are generated by RNG). When your weapon hits the max level, you can reset perks you don’t want by lowering your weapon level (BDO when your worker hits max level you can reset one of his skills).
· Instead of a RNG progression system, the weapons can use artifacts that the players can get from doing world activities (killing monsters, crafting, bosses, NPC purchases, etc.) You can have up to five artifacts in a weapon.
· These artifacts will have attributes like elemental properties.
· These artifacts will determine the weapons overall rank, using an average system. If the artifacts are ranked by rarity, 5-star being the rarest, your weapons rank will be a combination of the five artifacts in your weapon (If you have [5,5,4,3,5] your weapon is 4.4/5 ,so like legendary).
The artifacts could apply to weapons and armor, some dealing more damage to others, while some be dealing decent damage to all. When you add an artifact to your gear, it will be destroyed when removed. Damage from your weapon could be based on your artifact choices.
Comments
Is this a special kind of weapon or do you want all weapons to function like this?
Does everyone upgrade their gear this way or is one way to get good gear?
What's the rational for this happening, why is my sword getting stronger as i beat it against things?
Another goal is to create variety with gear. Weapons will have there own strengths and weaknesses, based on how they're built.
I feel like RNG is a good way to add variety to something, but RNG-Controlled progression can be discouraging.
Everyone acquires gear the same way, but the goal is variety based on options presented to the player. How they choose to customize their weapons.
I would prefer this to be a Non-RNG progression option that takes a bit of time and effort.
(If I was testing with idea) I would add weapon lore (or back story) explaining why weapons get stronger the more you use them.
It would give more value to being a blacksmith or enchanter insted of being able to just upgrade your weapon like this on your own.
but rather than rng i would have it more choice based. like every lvl or so many lvls certain stats goes up depending on your choice/preference/gameplay
RNG is fine for me, but losing enchantment or breaking gear if enchantment fails is not.
As for gear types, I also prefer the usual Common (grey), Uncommon (green), Rare (blue) and whatever comes next is usually different from game to game. Maybe Legendary (Yellow), Mythic (red) and Divine (Orange).
Also, I won't be the same level 15 legendary weapon than level 30, and so on.
Normally, the durability stat is meant to indicate how much fight is left in your weapon before you have to see a blacksmith and repair it for a small fee.
If each repair reduces a counter that will permanently destroy your weapon once the counter reaches 0, then this is not how Intrepid should #MakeMMOsGreatAgain
So since the item will become unusable at 0%, then have "increasing its repair costs" tagline after it, you can pretty much infer that allowing your weapon or armor to break will cost you a pretty penny in upkeep. It all comes down to how much of a sink they make it. If you are having to repair every 3 fights or lose half your durability on a single dungeon run, people are going to whine about it being too onerous. If you make decay negligible so it isn't a factor, you unbalance the economy. One of those great things we get to give feedback on over the next couple years.
There are three kind of item sinks: You can gain craftable items from deconstructing completed items; You can have decay... and if you want to over-enchant that item there will be a potential to destroy it as well. It's important for an economy to experience those types of emphasis on what can be crafted as well as seeing those items that are crafted be destroyed as well."
Other relevant quotes:
You had varying "stats" on the resources you farmed, so you could make batches of weapons with stats, but once that resource supply was depleted, the final item stats would change with whatever the new resource stats would look like.
Example: (super simplified) - you have a 95% purity iron ore in Zone A, and a 78% purity iron ore in Zone C. You farm a bunch of zone A iron ore, or buy it from gatherers. A week later the resources shift and now you've got a 77% and a 54% spawn. So that 95% ore is now much more valuable and you're cranking out Iron Longswords with stats that are higher than the materials that can be farmed presently. Maybe it's 4 months before you see another spawn that is over 90%.
It would also render weapon crafting way more useless. There already kinda is a system like that in place.
As of now, every type of weapon has its own Progression.
Each type of weapon changes the first skill in the skillbar.
During the progression you can add effects to that skill that adds modifiers to the skill, like conditional effects that procc on combo.
Source
And personally I find the system to sound too random, ruins the value of crafters as well as making things unecessarily complex, as well as not being able to how it would make sense lore wise.