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Items should not have level restrictions
ViBunja
I feel it's not immersive that I can't wear a helmet because my level isn't high enough. It makes no sense, same with armor. It goes to the body, what else do you need to know?
That being said, I agree some restrictions could be taken place. Instead of basing the restrictions toward levels, it should be based in some skills. Maybe a helmet is too heavy, same with armor. Think of it as D&D/Pathfinder where you need a minimum in Strength to wear some armor.
It'd make more sense to have items are locked behind stats than in levels, and the minimum at certain levels so it doesn't lock players out from using them any equipment, weapons, etc. It'd be more immersive and it'd make more sense that you can't use this sword because your strength isn't enough, you can't truly use a rapier because you lack the agility. And instead of just unable to equip them, they just don't benefit you, they either do less damage or you move very slow.
EDIT: Like what is a level? It doesn't make sense. So having a better lore friendly why we can't make use of weapons and gear. It would make more sense to have something like tuning to essence within armor and weapons. Like what we can tolerate or not, it means we can't wear them as it could damage us or we can't just make the most out of it.
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Yuyukoyay
It doesn't have to be level, but I want some restriction to use higher tier equipment. The only good implementation of this I've ever seen was Diablo 2. The problems are the same in Diablo 2's system to a leveling system though. You level up to get stats for better gear.
I don't think it's possible to make a system not level reliant in an MMO that will accomplish the same things. Level requirements enforce proper gear progression. They prevent power leveling. They prevent Tweaking that completely ruins PvP systems in MMO's.
I personally hate how elder scrolls handles armor efficiency to the skill. The grinding for it is ungodly long and it involves being hit by a rat for hours until it's maxed so you don't ever have to worry about it again.
So level restricted gear also enforces healthy grind gameplay compared to other systems that require huge time sinks into grinding stupid things that make even less sense. I'd rather the game be good rather than Immersive. xD
I did like WoW's original weapon skill system though. It added depth to an otherwise basic as hell system. It didn't only apply to weapons either. Spells also used this system, but they didn't have to level it. It leveled to a certain point each time they leveled. So maybe if defense worked like that too it might be a little better. Weapons using the system made sense and it didn't take that long to max it. The problem was more that you had to do it with defense and offense for every single weapon and armor type. xD Intelligence made you learn faster back then. So having a learning gear set helped a lot. Another problem is if you unlearned the ability to use a weapon. You had to start over. However, ashes does not need a system like this because it will have depth in other areas. WoW was made with the intent to innovate a lot of ideas from other MMO's. Not all of their ideas stuck that well.
Gubiak
Personally I don't think we need to be reinventing the wheel here. Levels exist to gage player progress and represent their character's progression in the game and the experience as an adventurer they gathered. It's a simple adjustment for a world of RPG's it helps in personal balancing as well as providing opportunity to encounter or seek out level-appropriate enemies/quests/adventures. Similar in some other games it is possible to wear heavy plate early on but it is not gonna be a high grade armour, not made from best materials, enhanced with magic or magic stones. From here I feel it is up to a player to fill out gaps in explanation why they can't wear particular piece of gear efficiently: weight, strain, not enough understanding of the flow of magic or aether, whatever works for you. Just because you take a word "level" and try to make it sound like it's something that could not possibly be immersive it doesn't mean it isn't.
I am personally fine with not having
PARTICULARLY
level requirement, as long as it works in video game space in terms of balancing and common sense I think people could accept it. However it is a system that has been proven to work time and time again, relatively easy to implement and people versed in any RPG game won't be alienated by a new gearing system they are not familiar with lowering a bar for entry.
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