Basicly I disagree hole limit system. It's clumsy and not needed.
Why not just make the system work so that anyone can wear anyting, but the benefit getting from the stuff is limited by characters skills. Example lvl 20 fighter wears q250 heavy armour, but the stats of the armour would be lowered as the armour would be q30.
OK, why would anyone buy lower quality stuff, because they are cheaper and more cost effective in long run.
[DEV] Equipment Changes, July 13
Re: [DEV] Equipment Changes, July 13
That makes no sense whatsoever...sofiaoak wrote:Basicly I disagree hole limit system. It's clumsy and not needed.
Why not just make the system work so that anyone can wear anyting, but the benefit getting from the stuff is limited by characters skills. Example lvl 20 fighter wears q250 heavy armour, but the stats of the armour would be lowered as the armour would be q30.
OK, why would anyone buy lower quality stuff, because they are cheaper and more cost effective in long run.
That's like buying/paying for a BMW when you only need a bycycle...
Re: [DEV] Equipment Changes, July 13
Both system allows You buy the BMW. If someone wanna buy BMW when she/he needs only bycycle, why not allow it? It takes money out from rich homin and the good stuff will break like others. She/he does not get any benefit from using it, except maybe no need to change stuff so often. It just cost of lot of dappers to do it.vguerin wrote:That makes no sense whatsoever...
That's like buying/paying for a BMW when you only need a bycycle...
Current system does not allow You to drive BMW, because You aren't good enough driver for it's speed. Other system would allow You drive it, but the speed would be limited by You skill of driving.
The different is that, current system deny You from using stuff totally and other system would just reduce the benefit, until You can handle the full benefit. It's freedom of choise, not limited choise.
Re: [DEV] Equipment Changes, July 13
I cant see a problem in requiring lower level players to buy lower level equipment. It generates a market for less accomplished crafters, and increases the reward/satisfaction of gaining higher levels - Its more fun/immersive to have to hunt for a new sword/amp/suit-of-armour as your stats improve, rather than get incremental improvements in your already purchased gear... which does happen with weapons anyway.
Getting everything handed to you is nice in the short term, but takes away from the long term enjoyment of the game.
Also, if everyone could use q250 straight away - even at diminished effectiveness, crafting would FEEL futile at lower levels.. you would be making stuff no-one would want, even if it was all they could afford.
Getting everything handed to you is nice in the short term, but takes away from the long term enjoyment of the game.
Also, if everyone could use q250 straight away - even at diminished effectiveness, crafting would FEEL futile at lower levels.. you would be making stuff no-one would want, even if it was all they could afford.
Re: [DEV] Equipment Changes, July 13
Also, if you could wear anything just at decreased effectiveness, they would have to implement a system that only gave the wearer partial bonuses too.
Otherwise everyone would demand Q250 stuff just for the HP or Focus or whatever, even if it didn't doo much damage or had low protection when they wore it, or however else it is limited.
But I agree with Iwojimmy 100% too. Who wants to craft something nobody wants? I think the highest level crafters are already quite appreicated, we need to do something to help the little people.
Otherwise everyone would demand Q250 stuff just for the HP or Focus or whatever, even if it didn't doo much damage or had low protection when they wore it, or however else it is limited.
But I agree with Iwojimmy 100% too. Who wants to craft something nobody wants? I think the highest level crafters are already quite appreicated, we need to do something to help the little people.
Sehraci Antodera [Medium Armor & Accessories Boutique]
Master of Illusion and Torment
"True power is not destruction, but control"
Karavaneer - Arispotle
Reapers of the Dark
Master of Illusion and Torment
"True power is not destruction, but control"
Karavaneer - Arispotle
Reapers of the Dark
Re: [DEV] Equipment Changes, July 13
I totally agree with these comments. My low level crafting feels very futile now. The only really useful stuff is my ammo that I can consume very quickly if I'm in a range mood.iwojimmy wrote:I cant see a problem in requiring lower level players to buy lower level equipment. It generates a market for less accomplished crafters, and increases the reward/satisfaction of gaining higher levels - Its more fun/immersive to have to hunt for a new sword/amp/suit-of-armour as your stats improve, rather than get incremental improvements in your already purchased gear... which does happen with weapons anyway.
Getting everything handed to you is nice in the short term, but takes away from the long term enjoyment of the game.
Also, if everyone could use q250 straight away - even at diminished effectiveness, crafting would FEEL futile at lower levels.. you would be making stuff no-one would want, even if it was all they could afford.
Re: [DEV] Equipment Changes, July 13
Exactly...iwojimmy wrote:I cant see a problem in requiring lower level players to buy lower level equipment. It generates a market for less accomplished crafters, and increases the reward/satisfaction of gaining higher levels
Re: [DEV] Equipment Changes, July 13
I do agree with You that crafting point, but do You really think people buy 1-2mil stuff in lower level and breaks them a few hours or days. I allready take many times my current armours and Jewerly off, because don't wanna break them, because they are just too hard to replace. What You say would happen only if higher crafting would flow the markets, but with current crafting systems they don't.iwojimmy wrote:I cant see a problem in requiring lower level players to buy lower level equipment. It generates a market for less accomplished crafters, and increases the reward/satisfaction of gaining higher levels - Its more fun/immersive to have to hunt for a new sword/amp/suit-of-armour as your stats improve, rather than get incremental improvements in your already purchased gear... which does happen with weapons anyway.
Getting everything handed to you is nice in the short term, but takes away from the long term enjoyment of the game.
Also, if everyone could use q250 straight away - even at diminished effectiveness, crafting would FEEL futile at lower levels.. you would be making stuff no-one would want, even if it was all they could afford.
Last edited by sofiaoak on Sun Aug 07, 2005 10:11 am, edited 1 time in total.
Re: [DEV] Equipment Changes, July 13
They're changing the equipment requirements the day before it's patched in?Patch Update wrote: [ E Q U I P M E N T ]
. About armors:
- In order to wear light armor your skill has to be less than 25 levels below the the armor's level. For example, you can wear a light armor whose level is 75 when you reach 50 in the appropriate skill.
- Medium and heavy armor require you to have a skill of 25 less than the level of the armor and the right consitution level.
Sehraci Antodera [Medium Armor & Accessories Boutique]
Master of Illusion and Torment
"True power is not destruction, but control"
Karavaneer - Arispotle
Reapers of the Dark
Master of Illusion and Torment
"True power is not destruction, but control"
Karavaneer - Arispotle
Reapers of the Dark
Re: [DEV] Equipment Changes, July 13
This was patched into the ATS a while ago.sehracii wrote:They're changing the equipment requirements the day before it's patched in?