[DEV] Equipment Changes, July 13

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asaseth
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Re: [DEV] Equipment Changes, July 13

Post by asaseth »

mmatto wrote:Yep. Melee hp should be nerfed considerably, but armor protection and spell resistances should be improved at same time. Fighters could use better dodge and parry base values compared to mages because this would be realistic and mages won't get that much bonus out of improved dodge.
To the contrary, I get lot's of use out of my dodge. it's the parry that I find useless.

As far as the jewel restrictions go, I only have a lvl 83 Jungle dig, and I only got that in 7 months or so because I have a set of 170 focus jewelry from a guildie. And I'm still using every drop of focus when I dig. With the new 'highest skill +25' on jewels, I would be much lower, not to mention popping gas clouds everwhere still, since the SP spent on getting stuff so that my extractions are more stable would instead be used on simply raising the stat.

This would also hurt the crafters, too. The crafters depend on the mats the diggers get. The diggers are haveing to either get less mats (something of a problem right now, let alone in the future) or raise their crafting to very high lvls, just so they can use the focus gear they need to dig the the mats. Less mats means even slower crafting lvling, a problem in most branches I hear. The diggers haveing to have a higher crafting than their digging not only means less mats being dug, but also alot more crafters in the market place.

I don't know about everyone else, but it is already hard to get my stuff sold, and I'm not competing against the q250 LA and jewelry makers.
Alcina
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Re: [DEV] Equipment Changes, July 13

Post by Alcina »

If the intension is to force Mage/Harvester/crafters to also do melee
then having LA linked to Constitution is a good idea.
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turjake
Posts: 75
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Re: [DEV] Equipment Changes, July 13

Post by turjake »

As a whole I see the idea of making some requirements for both jewelry and LA very welcome to the game as both additions will benefit low level crafters. The restriction on jewelry seems quite reasonable as suggested IMO, but linking the use of light armor to constitution seems a bit farfetched.

Intelligence can't help wearing clothing - which light armor practically is and neither do constitution or strength. That leaves dexterity, which quite well fits as a required stat for light armor use - you need certain nimbleness to be able cast spells etc. with clothing constraining you.

Other thing in that how the new modification is stated, all of better ql armors would be restricted to to sword toting part of the community. How about giving the diggers and mages the advantage in light armor, maybe (int or dex) * 2 whichever is higher?
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akicks
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Re: [DEV] Equipment Changes, July 13

Post by akicks »

dc77066 wrote:I was thinking LA would be const*2... Constitution can only be increased with Fight points, right?

Maybe it would be better if LA was max level*2. That way hard-core foragers & crafters won't need to be hard-core fighters too.
Con can be increased with any skill points.
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akicks
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Re: [DEV] Equipment Changes, July 13

Post by akicks »

asaseth wrote:With the new 'highest skill +25' on jewels, I would be much lower, not to mention popping gas clouds everwhere still, since the SP spent on getting stuff so that my extractions are more stable would instead be used on simply raising the stat.
Every 10 levels (digging) you will spend 20 sp getting new stats.
If you're having problems buying other skills, then starting level 51 you can get 500 sp for doing 10 levels in each "land". That should more than help.
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targosz
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Re: [DEV] Equipment Changes, July 13

Post by targosz »

Absolutely agree this change will add positive boost to whole game...I remember my early days when equipment were developing with players increasing their skills, and now all is quite easy accesible on market and it's in straight line big spoiling for lowbies ;)
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atrax
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Re: [DEV] Equipment Changes, July 13

Post by atrax »

I think it's a good idea to restrict. I myself have a lv 25 char with q220 jewlry and q200 LA on :) , nice to level, but a big cheep.

My main concern, <i think stated once before> is that crafters/harvesters/magic users are the large majority of those who will use light armor.
However, those are the fields with the lowest health. My main character is a lv250 forager, and only have 1100hp w/o boosts.

I think LA should be based from your level as well as jewlry. This makes it fair for others who didn't buy HP upgrades, but instead got Focus or Sap.

I think a good formula would be...
QLMax = HighestLevel * 1.4 for forage. (If forage is highest level)
QLMax = HighestLevel * 1.25 for mage/crafter. (If magic/craft highest level)

The reason foragers should have slightly higher, is because Focus is always a problem. Foraging is the slowest skill to level, and limiting it further will only lower our high level foragers.
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iwojimmy
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Re: [DEV] Equipment Changes, July 13

Post by iwojimmy »

lower level foragers dont NEED q250 focus sets, the extraction and prospecting counterparts they have access to are in line with the stats they have available. There are points along the level progression where you cannot get a big enough counterpart for the focus you want to spend.
Sure you can burn all your focus doing multiple prospecting, but no-one can say that is normal and reasonable usage, rather it is an exception for when you are looking for specific mission mats, or exploring a new resource field.
The advantage they had under the old system, is they could use a couple of high powered items for enough focus, and the rest on HP.
Under the proposed system, they are required to invest in HP, to be able to use higher boost LA, so its all good :D

A point on available SP's, if you unlock the stat upgrades on any tree, you can buy them off any other tree they are available on, using SP from that tree - even if you wouldn't have unlocked them there..
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dakhound
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Re: [DEV] Equipment Changes, July 13

Post by dakhound »

bit silly this change, especially if LA is based on Con as it fighting is the least used reason for light armour

Personally when this change takes place I will struggle to dig anymore as currently a single dig uses 100% of my focus and I'm using Q220-q250 LA/jewels.

I wont be able to use these anymore (when my old ones run out obviously) as my fighting skill is my most neglected as I dont like melee at all.

Its bad enough most of the health boosts come from melee (meaning at my ele lvl casting a few spells near kills me). Personally I dont want to stand in front of a mob for hours on end double clicking my mouse button and sitting back *yawn* but if this change becomes reality I will have to just so I can do the things I enjoy.

Why this pointless nerf, ??

it may be because low lvl people get given good armour and good jewels right away by their guild, but to me it doesnt matter as they still cant go out of their lvl zone and survive. a kincher will kill em jewels or no jewels and that carrys on right through to the real high lvls

as for the jewels I can see the reasoning behind this but its still a pointless nerf that in my mind.

its not as if this game isnt hard enough, soloing impossible no matter what your lvl.
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basicart
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Re: [DEV] Equipment Changes, July 13

Post by basicart »

Will be good for new players able to sell there wears alot easyer.
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