Azherae wrote: » Hulken wrote: » Dygz wrote: » I mean.... The way it currently works in the Alpha is more like: The Boots of the Mighty you can equip at Level 5 will give you a +1% to Physical Disable Modifier, Physical Skill Cooldown, and Physical Evasion Bonus while the Boots you can equip at Level 10 will give you +3%. The Boots of the Sacred Flame you can equip at Level 5 will give you a +1% to Magical Crit Rate, Magic Skill Cooldown, and Magical Disable Chance while the Boots you can equip at Level 10 will give you +3% That's actually a simplified version, but we will be able to share screenshots in a few hours. Gear won't be "predictable", but it's likely that gear will be restricted by level. And, based on the current design, the different tiers will be every 5 levels rather than every 20 levels. You could try wearing Level 5 gear at Level 25 if you want to. Sure. having gear being locked to levels isnt bad. thats just fine, all im worried about is gear being very very stale, nothing you can grind for out in the world etc. as mentioned "a rare drop from a monster" for example. its 2 diffrent games, but think world of warcraft classic, you're out slaying boars, majority of everything you will pick up is going to be tusks and eyeballs. but on occasion, you might run into a sword or a shield or a leather tunic. that RNG element This is generally best handled not by the dropping of gear, but by rare drops that are used to enhance gear or change 'slots' on the gear. When gear drops, the player has to decide if they care about it, then they have to decide if anyone else is likely to care about it, then they have to find a way to sell it, either by finding the person who cares about it, or someone else who believes they can find someone who cares about it. Crafters almost always care. They're hoarders. They'll keep piles of Special Webweaver Silk and Sunseeker Horns and Ancient Armor Gems piled up in their houses forever if you let them, which means the economy works a bit better. If you have the gear drop, it's not bad, because some Crafters will deconstruct it for materials anyway, but this causes Intrepid to have to watch out for a bunch of tiny balance problems. Also, the materials can't even be allowed to be 'that good'. If you find an Ancient Armor Gem, hold onto it until you find a Crafter who can put it into Gear for you, or hand it to a friend. If you find some Imposing Plate Boots that happen to have a slightly higher Physical Skill Cooldown Reduction modifier than most of the same level, it's definitely nice and might make you feel cool, but there's lots of little problems that spring up.
Hulken wrote: » Dygz wrote: » I mean.... The way it currently works in the Alpha is more like: The Boots of the Mighty you can equip at Level 5 will give you a +1% to Physical Disable Modifier, Physical Skill Cooldown, and Physical Evasion Bonus while the Boots you can equip at Level 10 will give you +3%. The Boots of the Sacred Flame you can equip at Level 5 will give you a +1% to Magical Crit Rate, Magic Skill Cooldown, and Magical Disable Chance while the Boots you can equip at Level 10 will give you +3% That's actually a simplified version, but we will be able to share screenshots in a few hours. Gear won't be "predictable", but it's likely that gear will be restricted by level. And, based on the current design, the different tiers will be every 5 levels rather than every 20 levels. You could try wearing Level 5 gear at Level 25 if you want to. Sure. having gear being locked to levels isnt bad. thats just fine, all im worried about is gear being very very stale, nothing you can grind for out in the world etc. as mentioned "a rare drop from a monster" for example. its 2 diffrent games, but think world of warcraft classic, you're out slaying boars, majority of everything you will pick up is going to be tusks and eyeballs. but on occasion, you might run into a sword or a shield or a leather tunic. that RNG element
Dygz wrote: » I mean.... The way it currently works in the Alpha is more like: The Boots of the Mighty you can equip at Level 5 will give you a +1% to Physical Disable Modifier, Physical Skill Cooldown, and Physical Evasion Bonus while the Boots you can equip at Level 10 will give you +3%. The Boots of the Sacred Flame you can equip at Level 5 will give you a +1% to Magical Crit Rate, Magic Skill Cooldown, and Magical Disable Chance while the Boots you can equip at Level 10 will give you +3% That's actually a simplified version, but we will be able to share screenshots in a few hours. Gear won't be "predictable", but it's likely that gear will be restricted by level. And, based on the current design, the different tiers will be every 5 levels rather than every 20 levels. You could try wearing Level 5 gear at Level 25 if you want to. Sure.
Hulken wrote: » Azherae wrote: » Hulken wrote: » Dygz wrote: » I mean.... The way it currently works in the Alpha is more like: The Boots of the Mighty you can equip at Level 5 will give you a +1% to Physical Disable Modifier, Physical Skill Cooldown, and Physical Evasion Bonus while the Boots you can equip at Level 10 will give you +3%. The Boots of the Sacred Flame you can equip at Level 5 will give you a +1% to Magical Crit Rate, Magic Skill Cooldown, and Magical Disable Chance while the Boots you can equip at Level 10 will give you +3% That's actually a simplified version, but we will be able to share screenshots in a few hours. Gear won't be "predictable", but it's likely that gear will be restricted by level. And, based on the current design, the different tiers will be every 5 levels rather than every 20 levels. You could try wearing Level 5 gear at Level 25 if you want to. Sure. having gear being locked to levels isnt bad. thats just fine, all im worried about is gear being very very stale, nothing you can grind for out in the world etc. as mentioned "a rare drop from a monster" for example. its 2 diffrent games, but think world of warcraft classic, you're out slaying boars, majority of everything you will pick up is going to be tusks and eyeballs. but on occasion, you might run into a sword or a shield or a leather tunic. that RNG element This is generally best handled not by the dropping of gear, but by rare drops that are used to enhance gear or change 'slots' on the gear. When gear drops, the player has to decide if they care about it, then they have to decide if anyone else is likely to care about it, then they have to find a way to sell it, either by finding the person who cares about it, or someone else who believes they can find someone who cares about it. Crafters almost always care. They're hoarders. They'll keep piles of Special Webweaver Silk and Sunseeker Horns and Ancient Armor Gems piled up in their houses forever if you let them, which means the economy works a bit better. If you have the gear drop, it's not bad, because some Crafters will deconstruct it for materials anyway, but this causes Intrepid to have to watch out for a bunch of tiny balance problems. Also, the materials can't even be allowed to be 'that good'. If you find an Ancient Armor Gem, hold onto it until you find a Crafter who can put it into Gear for you, or hand it to a friend. If you find some Imposing Plate Boots that happen to have a slightly higher Physical Skill Cooldown Reduction modifier than most of the same level, it's definitely nice and might make you feel cool, but there's lots of little problems that spring up. Wouldnt atleast gear drops of the kind like Plate/leather/cloth/mail etc etc be a good addition to spice up things, with diffrent looks that then can be taken to a crafter to be imbued with diffrent abilities or turned into a piece of good gear? thinking of Diablo 2, kind of how the Runeword system worked was that you more or less had a worthless item, that just had the looks or sockets and you turned it into a good weapon or gear piece that had use.