[DEV] Equipment Changes, July 13

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petej
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Re: [DEV] Equipment Changes, July 13

Post by petej »

pr0ger wrote:requirment should be like those for (tribes) missions givers :

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

So the only class (melee) that doesnt usualy wear LA is the most accustomed/proficent at wearing it ? - that makes no sense , so what if Melees usualy wear heavy it doesnt mean just because LA is lighter than HA itl be easier for a Melee to wear compared to a Mage or Forager who wears it 24/7

Both LA and Jewels should be equipable at 2x your highest lvl imo
Last edited by petej on Thu Jul 14, 2005 2:20 pm, edited 1 time in total.
Zoraï : Master Desert/Forest/Jungle/Lakeland/PR Forager , Master Light Melee Weapon Smith , Jeweler Master , 201+ in All 39 Craft Branchs , All Craft Trainer and Outpost plans -gone walkabout (solo) awaiting new content
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sehracii
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Re: [DEV] Equipment Changes, July 13

Post by sehracii »

While not necessarily limiting the boost to 2x you base stat, I do believe that the requirements for light armor/jewels should relate to the boost they provide.

An AoD who hasn't done melee should be limited in how much boosted HP they can have.

And a 250 melee just starting to dig shouldn't be able to wear Q250 focus jewels.

It just seems to make sense that way.

The only issue I see if multiple boosts (like sap and hp.) It should be implemented in a way that adjusts the market for the items. Just because you're max level in one tree shouldn't mean you're wearing max Q equipment for all your other skills too. There needs to be more of a market for lower quality LA and jewels, as there is for heavy and medium armor.

While it sounds complicated now, I'm sure we'll consider it simple once a system is devised and implemented.

Sure, some say it's a nerf, but I really consider it a fix for something over-powered. We take it for granted that we can wear 10 jewels (that's a lot!) plus armor and weapon boosts. Besides, they can elleviate it some later by adding light/medium headgear and tools with bonuses ;)
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petej
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Re: [DEV] Equipment Changes, July 13

Post by petej »

On Jewel boosted resists (which i dont think work atm ) its not as straight forward as it seems , whilst it would seem strange for a lvl 250 forager to have a natural resist of 125 and be able to Jewel boost it right up to 250 anything less wouldnt be apropriate for the region in which hes digging (so making the resist useless)

The Boost cap (specific to the type used and your relavant lvl) that other ppl have mentioned should also cap the resist on those Jewels , so a 250 Forager can resist a 250 Vorax fear while he wears Focus Jewels but cant if hes wearing his Health/Sap/Stam boosted Jewel
Zoraï : Master Desert/Forest/Jungle/Lakeland/PR Forager , Master Light Melee Weapon Smith , Jeweler Master , 201+ in All 39 Craft Branchs , All Craft Trainer and Outpost plans -gone walkabout (solo) awaiting new content
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sehracii
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Re: [DEV] Equipment Changes, July 13

Post by sehracii »

I think we're on exactly the same page, Petej :D

That's an extension of what I was trying to say on the boosts themselves. ;)
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mmatto
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Re: [DEV] Equipment Changes, July 13

Post by mmatto »

Here are new requirements.
from update wrote: The new prerequisites will be:

* Light armor: max quality = constitution * 2;
* Jewels: max quality = highest skill + 25.
This means that pure melee will get q250 at lvl 125 and others at lvl 250 (roughly as I can't check progression tree atm). Sounds bit harsh for other than melee chars.

Jewel prequisites seem more balanced, though I find +25 bit tight.
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sidusar
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Re: [DEV] Equipment Changes, July 13

Post by sidusar »

mmatto wrote:This means that pure melee will get q250 at lvl 125 and others at lvl 250 (roughly as I can't check progression tree atm). Sounds bit harsh for other than melee chars.
Melee will get q250 at lvl 110, mage at lvl 220, harvester at lvl 160 and crafter at lvl 440. I don't really like it either, to be honest. It won't make pure melee any more powerfull than it is, because they generally do not use light armor anyway. But it will give harvesters and specially mages even more benefit from also training their melee. So basicly, it will push melee even further towards only being usefull as secondary skill to be better at foraging/nuking/healing.
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dc77066
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Re: [DEV] Equipment Changes, July 13

Post by dc77066 »

mmatto wrote:Here are new requirements.

...
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.
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sehracii
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Re: [DEV] Equipment Changes, July 13

Post by sehracii »

Constitution can be increased with any type of skill point I beleive.

But your max con increases every 5 levels in fight, while all the other trees raise it up a little slower.

I don't agree it should be based on con either....
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b00ster1
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Re: [DEV] Equipment Changes, July 13

Post by b00ster1 »

Constitution can only be increased with Fight points, right?
Can be increased with Harvest/Magic points too, just require higher level in Magic/Forage , than in Melee
Less power for mages!
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mmatto
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Re: [DEV] Equipment Changes, July 13

Post by mmatto »

sidusar wrote:So basicly, it will push melee even further towards only being usefull as secondary skill to be better at foraging/nuking/healing.
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.
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