As previously announced, Nevrax has just added a new set of features to the Now In Test Section over on the official website. In order to be able to provide Nevrax with more detailed feedback, we'll be adding separate feedback threads for some of the items listed there.
[ E Q U I P M E N T ]
All piece of equipment (even light/caster armor and jewels), either
crafted or looted, now have pre-requisites you will have to match to be
able to equip them. All those equips have at most two pre-requisite
skills. You can see the pre-requisite by right-clicking on piece of
equipment then choosing 'info'. Please note that items bought, crafted
or looted prior to the introduction of this change to the live version
will keep their prerequisites (none for light/caster armor and jewels).
LA should be dependant on your Int or Dex, as it is used by casters and diggers/crafters.. whether they go HA (stat + 10) or MA (stat *1.5) doesnt really bother me.
Jewelry is used by everyone, so unless they can give different requirements based on the boost crafted into the jewel, its pretty much going to have to just be based on your highest level.
I remember when I started I thought there was a limit.
I believed you could wear any light armor or jewelry, but the boosts could only boost you to twice your naked stat.
So someone with 500hp could wear a Q250 HP jewel set, but the boost would be wasted 'cause they maxed out at 1000HP.
I don't know where I got that idea but it seemed like a reasonable limitation.
Would encourage multiple boosts... like hp jewels and sap armor...
Can't say how it compares to the system they're implementing because they won't tell us what that is
Motion seconded - if you're already set on doing this, please have the courtesy to tell us what prereq's we will need so we can start working on them if needed.
iwojimmy wrote:LA should be dependant on your Int or Dex, as it is used by casters and diggers/crafters..
there are tankers (or secondary melees) in light armor to use dodge and less Stam consumation, same as range fighters, so light armor is, like jewelry, pretty much used everywhere
Yeah, I agree with those remarks. LA should be based on Caster/Digger stats.. But if the restrictions make digging any more laborious than it already is my heads gunna splode!! Better be well balanced..
Jewelry wise.. As it's used for everything it makes it a very special and problematic craft. I take it you (Nevrax) want to try & make things more similar & fluent through the crafts.. You could go down the bonus restriction road but that'll just complicate things to an even more stupid degree.
The being dependant on your highest level idea isn't a bad solution but more suggestions would be nice. Otherwise just leave it alone and unrestricted as it is an exceptional craft.
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MasterForest Forager | MasterPrime Roots Forager |ExpertLakeland Forager @ Q250
Master Jeweler|Master Heavy Range Weaponsmith
requirment should be like those for (tribes) missions givers :
following the HA [(quality of armor) less 10] in constitution
and MA [(quality of armor) divided by 1.5] in constitution
For LA :
must have at least [(quality of armor) divided by 2] in
constitution
or
intelligence
or
stamina
or
focus
oh, wai
t a min, into your harvest and magic skill tree you can gather constitution too!
SP will become harder to expense for "only" magician/digger if they have to share with focus/dex/wisdom/int+hp/const upgrade, BUT this is not really a nerf. it makes the game harder (since ppl must chase for SP) but since everyone is multi-classed, there will be no problem at all if requirement is :
for LA :
must have at least [(quality of armor) divided by 2] in constitution
now about jewelry, pre-requist (must) will help to make difference between low-level and high-level people...
it will avoid pure magician people to have 3000HP (instead of roughly 1200/1800 usual).. hey don't shout about nerf ! it will encourage teaming and/or multi-class people if a pure magician, doing 2500 dmg each shot, not able to stand a yubo... there is many melee-tanker ppl wannabe who will gladly team up with them.
now, as mentioned before by iphdrunk (Anissa), let's avoid the novice warrior HP enhanced +1800...
using their current HP level as prerequist for HP-boosted jewelry
same for others :
- using current sap level as prerequist for sap-boost jewelry
- same for stamina,
- same for focus.
mixed jewelry will shows mixed prerequist.
I see a strange behavior in your idea, Sehraci : maxed boost equal to your current health (500HP mean boost will be cap at +500HP). low level players can be multi-boosted, and higher level will never reach the cap limit (max boosted hp : ~ +2000HP and max "natural" hp : ~ 2600)
The "pro" argument is : it will help newcomers to level easier, and big mutha player will have an hard time to be masters.... personally i can't think if it's good or bad .
still about jewelry, they will improve magic resistance, don't they ? do the prerequist will care about that too ?
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