George Black wrote: » In ESO they did this stupid thing, in which heavy armor takes more dmg from magic, robe takes more dmg from physical weapons and leather is in between. Same thing was happening in AAU. It was the most annoying thing to know that if you wore heavy armor you 100% would have some disadvantage vs magic. Lazy design, lame pokemon balancing attempt. Zero player agency.
CROW3 wrote: » I’m hoping i can mix and match armor types to get some blended benefit.
maouw wrote: » CROW3 wrote: » I’m hoping i can mix and match armor types to get some blended benefit. For a truly blended experience, you might need a system similar to Monster Hunter: gear also has fixed passive ability points you need multiple points to activate the passive put together a set of gear with enough combined points to activate the passive abilities This is why people rarely have the same gear in Monster Hunter - it's very mix-and-match.
Noaani wrote: » maouw wrote: » CROW3 wrote: » I’m hoping i can mix and match armor types to get some blended benefit. For a truly blended experience, you might need a system similar to Monster Hunter: gear also has fixed passive ability points you need multiple points to activate the passive put together a set of gear with enough combined points to activate the passive abilities This is why people rarely have the same gear in Monster Hunter - it's very mix-and-match. This isnt a bad idea - the issue (if you want to call it that) is that since gear in Ashes is crafted rather than found, you kind of need to assume people will have gear crafted that has the passives they want.
Sathrago wrote: » Noaani wrote: » maouw wrote: » CROW3 wrote: » I’m hoping i can mix and match armor types to get some blended benefit. For a truly blended experience, you might need a system similar to Monster Hunter: gear also has fixed passive ability points you need multiple points to activate the passive put together a set of gear with enough combined points to activate the passive abilities This is why people rarely have the same gear in Monster Hunter - it's very mix-and-match. This isnt a bad idea - the issue (if you want to call it that) is that since gear in Ashes is crafted rather than found, you kind of need to assume people will have gear crafted that has the passives they want. RNG in crafting needs to be thrown in a dumpster fire where it belongs imo. Give the crafters the tools and materials required to make exactly what they want. That in combination with the repairs needing materials will do well.
Noaani wrote: » Sathrago wrote: » Noaani wrote: » maouw wrote: » CROW3 wrote: » I’m hoping i can mix and match armor types to get some blended benefit. For a truly blended experience, you might need a system similar to Monster Hunter: gear also has fixed passive ability points you need multiple points to activate the passive put together a set of gear with enough combined points to activate the passive abilities This is why people rarely have the same gear in Monster Hunter - it's very mix-and-match. This isnt a bad idea - the issue (if you want to call it that) is that since gear in Ashes is crafted rather than found, you kind of need to assume people will have gear crafted that has the passives they want. RNG in crafting needs to be thrown in a dumpster fire where it belongs imo. Give the crafters the tools and materials required to make exactly what they want. That in combination with the repairs needing materials will do well. I'm all for that in general as well. The only problem I have (that absolutely can be worked around) is that if all gear us able to be crafted with no RNG, then all players will have the same gear.
Sathrago wrote: » Noaani wrote: » Sathrago wrote: » Noaani wrote: » maouw wrote: » CROW3 wrote: » I’m hoping i can mix and match armor types to get some blended benefit. For a truly blended experience, you might need a system similar to Monster Hunter: gear also has fixed passive ability points you need multiple points to activate the passive put together a set of gear with enough combined points to activate the passive abilities This is why people rarely have the same gear in Monster Hunter - it's very mix-and-match. This isnt a bad idea - the issue (if you want to call it that) is that since gear in Ashes is crafted rather than found, you kind of need to assume people will have gear crafted that has the passives they want. RNG in crafting needs to be thrown in a dumpster fire where it belongs imo. Give the crafters the tools and materials required to make exactly what they want. That in combination with the repairs needing materials will do well. I'm all for that in general as well. The only problem I have (that absolutely can be worked around) is that if all gear us able to be crafted with no RNG, then all players will have the same gear. Well, what they could do is add elemental resistances, and have it changes the tint of your armor color (before cosmetics are involved) according to said resistances. You could do the same for weapons and elemental damage types. It's hard to say how resistances would work though as it doesn't seem like there are any classes that will be focusing on specific damage types outside of the obviously martial/physical classes.
Noaani wrote: » Sathrago wrote: » Noaani wrote: » Sathrago wrote: » Noaani wrote: » maouw wrote: » CROW3 wrote: » I’m hoping i can mix and match armor types to get some blended benefit. For a truly blended experience, you might need a system similar to Monster Hunter: gear also has fixed passive ability points you need multiple points to activate the passive put together a set of gear with enough combined points to activate the passive abilities This is why people rarely have the same gear in Monster Hunter - it's very mix-and-match. This isnt a bad idea - the issue (if you want to call it that) is that since gear in Ashes is crafted rather than found, you kind of need to assume people will have gear crafted that has the passives they want. RNG in crafting needs to be thrown in a dumpster fire where it belongs imo. Give the crafters the tools and materials required to make exactly what they want. That in combination with the repairs needing materials will do well. I'm all for that in general as well. The only problem I have (that absolutely can be worked around) is that if all gear us able to be crafted with no RNG, then all players will have the same gear. Well, what they could do is add elemental resistances, and have it changes the tint of your armor color (before cosmetics are involved) according to said resistances. You could do the same for weapons and elemental damage types. It's hard to say how resistances would work though as it doesn't seem like there are any classes that will be focusing on specific damage types outside of the obviously martial/physical classes. I'm more thinking the same items, not the same look. In terms of look, cosmetics should provide enough variety - but if the gear meta is as simple as pointing to the best items and then having them made, honestly the entire game is kind of boring.
Sathrago wrote: » RNG in crafting needs to be thrown in a dumpster fire where it belongs imo. Give the crafters the tools and materials required to make exactly what they want. That in combination with the repairs needing materials will do well.
JustVine wrote: » What are you ok with losing to in your proposed gear system George? What meaningful choices are you looking for here? Your proposed system was a bit vague to me on that front.
CROW3 wrote: » Sathrago wrote: » RNG in crafting needs to be thrown in a dumpster fire where it belongs imo. Give the crafters the tools and materials required to make exactly what they want. That in combination with the repairs needing materials will do well. I don't want RNG to be a factor in determining stats on gear. What are your thoughts on a mitigatable chance to fail or impact to quality? And... knowing the last thread involving RNG lasted like 9 days across 500 responses. We can take it elsewhere and not hijack @George Black 's topic. I'm just curious.