Otr wrote: » Now I want to know ...Certain higher-end weapons (and Armor) have active abilities ... what active abilities armor can have
Otr wrote: » Now I want to know ...Certain higher-end weapons (and Armor) have active abilities ... what active abilities armor can have? Also I want to say that weapons should have more basic attacks instead of just one, mapped by default to Q or left-mouse-click. With a blade you can slash, you can stab, you can parry ... Dual wielded weapons could bring something from each single handed original weapon.
Ludullu_(NiKr) wrote: » Songcaller wrote: » There is need and there is want. I learnt the best builds on bg3, best equipment for each build, best process for each group, best companions for the perfect roles. Every game of bg3 is the same. My main toon just changes role each rendition but the team as a whole is identical. Replayability level? Next to zero unless you love the sex scenes. This most definitely sounds like a you problem. You've optimized the fun out of the game for yourself, by "solving it". But if doing that was fun for you - that's cool. You can have the same fun with Ashes once it comes out, while the absolute majority of players have fun doing absolutely random shit that they find interesting
Songcaller wrote: » There is need and there is want. I learnt the best builds on bg3, best equipment for each build, best process for each group, best companions for the perfect roles. Every game of bg3 is the same. My main toon just changes role each rendition but the team as a whole is identical. Replayability level? Next to zero unless you love the sex scenes.
Songcaller wrote: » Ludullu_(NiKr) wrote: » Songcaller wrote: » I keep seeing weapons and accessories being shown. There is no reason to my knowledge why all armour and accessories can be enchanted to safe level +5 and I bet such an approach would reach soft cap long before the weapon has a chance. Is there any reason for you to believe that literally every item type can have phys or mage power stat on it? I'd personally hope that is NOT the case, for the exact reason you stated. If any item can be given any stat - items have no inherent value. I sure as fuck hope that is not the case, cause what's the point of farming for shit if you can just craft the most basic item with the stat you want and then just enchant it higher. That'd be waaaaay too stupid of a design. Not sure how to respond. If we cam use any weapon we need the ability to select the best stats for the build on our toons. I still believe hybrid will suck for the reasons you mentioned and on top of that crofters can not change all stats on a piece of gear. The further I go down the rabbit whole the more I feel I've been conned out of 3000 quid of packages and cosmetics because the more that is revealed the more mirroring I am seeing.
Ludullu_(NiKr) wrote: » Songcaller wrote: » I keep seeing weapons and accessories being shown. There is no reason to my knowledge why all armour and accessories can be enchanted to safe level +5 and I bet such an approach would reach soft cap long before the weapon has a chance. Is there any reason for you to believe that literally every item type can have phys or mage power stat on it? I'd personally hope that is NOT the case, for the exact reason you stated. If any item can be given any stat - items have no inherent value. I sure as fuck hope that is not the case, cause what's the point of farming for shit if you can just craft the most basic item with the stat you want and then just enchant it higher. That'd be waaaaay too stupid of a design.
Songcaller wrote: » I keep seeing weapons and accessories being shown. There is no reason to my knowledge why all armour and accessories can be enchanted to safe level +5 and I bet such an approach would reach soft cap long before the weapon has a chance.
Otr wrote: » Songcaller wrote: » Ludullu_(NiKr) wrote: » Songcaller wrote: » I keep seeing weapons and accessories being shown. There is no reason to my knowledge why all armour and accessories can be enchanted to safe level +5 and I bet such an approach would reach soft cap long before the weapon has a chance. Is there any reason for you to believe that literally every item type can have phys or mage power stat on it? I'd personally hope that is NOT the case, for the exact reason you stated. If any item can be given any stat - items have no inherent value. I sure as fuck hope that is not the case, cause what's the point of farming for shit if you can just craft the most basic item with the stat you want and then just enchant it higher. That'd be waaaaay too stupid of a design. Not sure how to respond. If we cam use any weapon we need the ability to select the best stats for the build on our toons. I still believe hybrid will suck for the reasons you mentioned and on top of that crofters can not change all stats on a piece of gear. The further I go down the rabbit whole the more I feel I've been conned out of 3000 quid of packages and cosmetics because the more that is revealed the more mirroring I am seeing. Crafters will be able to assign different skills/abilities and stats on gear.[31][32] Crafters will be able to 'rejigger' stat blocks; and there will be a couple of other ways to move things around to create both the look and the stat block that you're looking for. It's not always going to be easy. There will be a lot of challenges involved with that. But the goal is to give you guys the option to customize your gear the way you want them to be.[31] – Jeffrey Bard Master crafters will be able to influence several (but not all) stats on their crafted items.[31][33] Stats on crafted items will vary based on the item's rarity.[34] There will also be methods of moving stat blocks around but this won't necessarily be an easy task.[35][31] The most recent link is from 2011https://youtube.com/watch?v=FkWLLLOlm2E&t=3178s
Ludullu_(NiKr) wrote: » Otr wrote: » Now I want to know ...Certain higher-end weapons (and Armor) have active abilities ... what active abilities armor can have If you listen to that quote, it's more about "the ability will need this item" rather than "this item gives an ability".
Songcaller wrote: » Hmm. I have of course read those words when I read/read the wiki. Until we can get hands on it is difficult to quantify the substance against the words...
Songcaller wrote: » What I meant by substance are these old quotes verses the new. Of course, I take Steven quotes on board more than Jeff quotes these days but the mixed messages could be why the epic mace is neither good for physical or magical build outright.
Azherae wrote: » Otr wrote: » Songcaller wrote: » Ludullu_(NiKr) wrote: » Songcaller wrote: » I keep seeing weapons and accessories being shown. There is no reason to my knowledge why all armour and accessories can be enchanted to safe level +5 and I bet such an approach would reach soft cap long before the weapon has a chance. Is there any reason for you to believe that literally every item type can have phys or mage power stat on it? I'd personally hope that is NOT the case, for the exact reason you stated. If any item can be given any stat - items have no inherent value. I sure as fuck hope that is not the case, cause what's the point of farming for shit if you can just craft the most basic item with the stat you want and then just enchant it higher. That'd be waaaaay too stupid of a design. Not sure how to respond. If we cam use any weapon we need the ability to select the best stats for the build on our toons. I still believe hybrid will suck for the reasons you mentioned and on top of that crofters can not change all stats on a piece of gear. The further I go down the rabbit whole the more I feel I've been conned out of 3000 quid of packages and cosmetics because the more that is revealed the more mirroring I am seeing. Crafters will be able to assign different skills/abilities and stats on gear.[31][32] Crafters will be able to 'rejigger' stat blocks; and there will be a couple of other ways to move things around to create both the look and the stat block that you're looking for. It's not always going to be easy. There will be a lot of challenges involved with that. But the goal is to give you guys the option to customize your gear the way you want them to be.[31] – Jeffrey Bard Master crafters will be able to influence several (but not all) stats on their crafted items.[31][33] Stats on crafted items will vary based on the item's rarity.[34] There will also be methods of moving stat blocks around but this won't necessarily be an easy task.[35][31] The most recent link is from 2011https://youtube.com/watch?v=FkWLLLOlm2E&t=3178s Yes, all this stuff is basically trivial, if you build it up from the bottom. For example, TL's installed basis is able to go upwards a full five steps of complexity over the next 2 years if they want it to, and easily match what Ashes is offering. The question is almost always if the playerbase will want that, and that's pretty much what this thread is about. "We haven't seen the same type of base from Ashes yet as we've seen in TL." But we don't need to care about that, it's easy to do. The 'confusing' part, for someone like OP, is 'why isn't it already done when it's so easy to do?' and getting a bit 'agitated' because of it. No big deal though, things are working.
Otr wrote: » Azherae wrote: » Otr wrote: » Songcaller wrote: » Ludullu_(NiKr) wrote: » Songcaller wrote: » I keep seeing weapons and accessories being shown. There is no reason to my knowledge why all armour and accessories can be enchanted to safe level +5 and I bet such an approach would reach soft cap long before the weapon has a chance. Is there any reason for you to believe that literally every item type can have phys or mage power stat on it? I'd personally hope that is NOT the case, for the exact reason you stated. If any item can be given any stat - items have no inherent value. I sure as fuck hope that is not the case, cause what's the point of farming for shit if you can just craft the most basic item with the stat you want and then just enchant it higher. That'd be waaaaay too stupid of a design. Not sure how to respond. If we cam use any weapon we need the ability to select the best stats for the build on our toons. I still believe hybrid will suck for the reasons you mentioned and on top of that crofters can not change all stats on a piece of gear. The further I go down the rabbit whole the more I feel I've been conned out of 3000 quid of packages and cosmetics because the more that is revealed the more mirroring I am seeing. Crafters will be able to assign different skills/abilities and stats on gear.[31][32] Crafters will be able to 'rejigger' stat blocks; and there will be a couple of other ways to move things around to create both the look and the stat block that you're looking for. It's not always going to be easy. There will be a lot of challenges involved with that. But the goal is to give you guys the option to customize your gear the way you want them to be.[31] – Jeffrey Bard Master crafters will be able to influence several (but not all) stats on their crafted items.[31][33] Stats on crafted items will vary based on the item's rarity.[34] There will also be methods of moving stat blocks around but this won't necessarily be an easy task.[35][31] The most recent link is from 2011https://youtube.com/watch?v=FkWLLLOlm2E&t=3178s Yes, all this stuff is basically trivial, if you build it up from the bottom. For example, TL's installed basis is able to go upwards a full five steps of complexity over the next 2 years if they want it to, and easily match what Ashes is offering. The question is almost always if the playerbase will want that, and that's pretty much what this thread is about. "We haven't seen the same type of base from Ashes yet as we've seen in TL." But we don't need to care about that, it's easy to do. The 'confusing' part, for someone like OP, is 'why isn't it already done when it's so easy to do?' and getting a bit 'agitated' because of it. No big deal though, things are working. AoC lists as inspirationStar Wars Galaxies with its crafting systems.[1] I've not played it but I've seen SWG mentioned before as a good example. Was it complex? I have no good answer regarding where complexity should be to allow or prevent easy stat adjustments. NPCs seem to do the crafting after we do it once and those quotes are somewhat old. Maybe stats adjustment is similar and finding freeholds and crafting stations in nodes and transporting materials will be difficult.
Azherae wrote: » Otr wrote: » Azherae wrote: » Otr wrote: » Songcaller wrote: » Ludullu_(NiKr) wrote: » Songcaller wrote: » I keep seeing weapons and accessories being shown. There is no reason to my knowledge why all armour and accessories can be enchanted to safe level +5 and I bet such an approach would reach soft cap long before the weapon has a chance. Is there any reason for you to believe that literally every item type can have phys or mage power stat on it? I'd personally hope that is NOT the case, for the exact reason you stated. If any item can be given any stat - items have no inherent value. I sure as fuck hope that is not the case, cause what's the point of farming for shit if you can just craft the most basic item with the stat you want and then just enchant it higher. That'd be waaaaay too stupid of a design. Not sure how to respond. If we cam use any weapon we need the ability to select the best stats for the build on our toons. I still believe hybrid will suck for the reasons you mentioned and on top of that crofters can not change all stats on a piece of gear. The further I go down the rabbit whole the more I feel I've been conned out of 3000 quid of packages and cosmetics because the more that is revealed the more mirroring I am seeing. Crafters will be able to assign different skills/abilities and stats on gear.[31][32] Crafters will be able to 'rejigger' stat blocks; and there will be a couple of other ways to move things around to create both the look and the stat block that you're looking for. It's not always going to be easy. There will be a lot of challenges involved with that. But the goal is to give you guys the option to customize your gear the way you want them to be.[31] – Jeffrey Bard Master crafters will be able to influence several (but not all) stats on their crafted items.[31][33] Stats on crafted items will vary based on the item's rarity.[34] There will also be methods of moving stat blocks around but this won't necessarily be an easy task.[35][31] The most recent link is from 2011https://youtube.com/watch?v=FkWLLLOlm2E&t=3178s Yes, all this stuff is basically trivial, if you build it up from the bottom. For example, TL's installed basis is able to go upwards a full five steps of complexity over the next 2 years if they want it to, and easily match what Ashes is offering. The question is almost always if the playerbase will want that, and that's pretty much what this thread is about. "We haven't seen the same type of base from Ashes yet as we've seen in TL." But we don't need to care about that, it's easy to do. The 'confusing' part, for someone like OP, is 'why isn't it already done when it's so easy to do?' and getting a bit 'agitated' because of it. No big deal though, things are working. AoC lists as inspirationStar Wars Galaxies with its crafting systems.[1] I've not played it but I've seen SWG mentioned before as a good example. Was it complex? I have no good answer regarding where complexity should be to allow or prevent easy stat adjustments. NPCs seem to do the crafting after we do it once and those quotes are somewhat old. Maybe stats adjustment is similar and finding freeholds and crafting stations in nodes and transporting materials will be difficult. I'll try to outline it briefly. I'll reference the TL stuff because it's a really solid point, and my data indicates that you prefer those. I mentioned the Heavenly Arbiter Attire, I'm not going to link it because I don't want to confuse anyone with abstractions. It is made from three components and a Recipe. the three components are 'Thread, Magic Powder, and Magic Crystal. It can have one of the following Traits when you craft it (it can fit 3 traits total, but that doesn't matter to this example): Magic Endurance Magic Evasion Mana Regen Max Mana Melee Endurance Melee Evasion It also has some base stats that it always has because it is Heavenly Arbiter Attire. So there's the stats that are from what it is, and the stats that are RNG when crafted. In a game like Ashes or SWG, the second set of stats would not need to be RNG. You might have the choice of using 'Light Mana Channeling Thread', 'Tough Reinforced Thread', or just normal Thread. Imagine that using Light Mana Channeling Thread would cause the trait of the completed gear to have the Max Mana trait, and using Tough Reinforced Thread would cause it to have Melee Endurance trait. The base stats of Heavenly Arbiter Attire would still be there, and be the same every time. To me, this isn't complex, but for some people, it's complex. You could make it more complex by having a Crafter build up experience with making Heavenly Arbiter Attire, for example 'experience in adding a Trait'. For example, if the crafter could not control the outcome perfectly even if they used Light Mana Channeling Thread, and they had a 50/50 chance of getting either Max Mana or Mana Regen, maybe that Crafter could have a skill or experience which allows them to choose or change the chances. But the Heavenly Arbiter Attire would still only have the same six Trait options (for example, there is no Max Health option on it, and there are no materials used to construct it that could give Max Health). And whatever its base stats or abilities are would be the same.
Otr wrote: » Eventually he mentions active skills too
Ludullu_(NiKr) wrote: » Otr wrote: » Eventually he mentions active skills too U rite. I misheard the "that come with those things" part. Though considering that these active abilties will somehow not influence the gameplay of your archetype, I'm not sure what kind of impact can those even have. Like, even a simple "give this weapon an elemental atk attribute for 30s" active ability would immediately introduce some changes to how you might approach your entire build and gameplay.