Ideas for spicing up crafting boosts
Posted: Sun Jul 24, 2005 6:02 pm
When I started crafting, the boost system was a big let down in otherwise so fine crafting system. I would like to start a thread for discussing improvements to crafting boosts, even if I see now lots of other improvements needed for crafting system. Crafting improvements are not currently development priority but they might be at some point in future and we could do some thinking work in advance.
By crafting boosts I mean hp, sap, stamina and focus boosts that be given to items. Problem in current boost system is uniformness, lack of options and only couple of feasible combinations for selecting boosts.
1) Uniformness
Amount of total boost in item depends only on item quality. However, homin at certain level might use some armors at higher quality than others and he will get more boosts by selecting lighter armor. Idea is good to provide some items with higher boosts if item is otherwise poorer and this idea could be extended to other items e.g. staves, daggers... Current implementation is poor as advantage of extra boosts will be lost at higher levels as highest quality item is 250.
My suggestion is to have different maximum boosts for different items e.g. q20 light armor piece could have 40 points worth of boosts and heavy armor just 20 points.
This idea could be taken a bit further and maximum amount of boost would depend on crafted mats and item quality just like many other crafted statistics.
2) Lack of options
There is only 4 different boosts available at different power levels. Even worse, only hp and focus boosts are really needed in current system but skill balancing might help a little here.
Every crafter must have thought that it would be trivial to add lots of other boosts. Why not to add boosts for every item and character stat there is? For example, crafter could give parry bonus, stamina regeneration bonus, magic resistance bonus or maybe decreased malus or bulk for heavy armor. How about elemental damage brick to weapons or ammo?
3) Combinations for selecting boosts
Current system encourages min/maxing boosts. Just select one boost and give as much of it as possible. Amount of boosts is linear to quality of item and that is a problem. Cost of a single boost should increase progressively instead of linearly. This means that you would get more total boosts if you select small amount of many boosts. Setting right progression rate will require some thinking, but result of this would be far more diverse usable combinations of boost for different situations.
Does anyone have additional improvements that might be possible to implement without rewriting whole crafting code from scratch? Or want to comment on these suggestions?
In my opinions, adding variety to item boosts would spice up also using those items. Some of these ideas are so simple that they might be though as rite rewards, but if we are not getting rites soon I would like to get abilites from trainers.
And just a final reminder, I would like to keep this thread related to boosts and forget other improvements such as additional plans, working modifiers on weapons or revised enchantment system.
By crafting boosts I mean hp, sap, stamina and focus boosts that be given to items. Problem in current boost system is uniformness, lack of options and only couple of feasible combinations for selecting boosts.
1) Uniformness
Amount of total boost in item depends only on item quality. However, homin at certain level might use some armors at higher quality than others and he will get more boosts by selecting lighter armor. Idea is good to provide some items with higher boosts if item is otherwise poorer and this idea could be extended to other items e.g. staves, daggers... Current implementation is poor as advantage of extra boosts will be lost at higher levels as highest quality item is 250.
My suggestion is to have different maximum boosts for different items e.g. q20 light armor piece could have 40 points worth of boosts and heavy armor just 20 points.
This idea could be taken a bit further and maximum amount of boost would depend on crafted mats and item quality just like many other crafted statistics.
2) Lack of options
There is only 4 different boosts available at different power levels. Even worse, only hp and focus boosts are really needed in current system but skill balancing might help a little here.
Every crafter must have thought that it would be trivial to add lots of other boosts. Why not to add boosts for every item and character stat there is? For example, crafter could give parry bonus, stamina regeneration bonus, magic resistance bonus or maybe decreased malus or bulk for heavy armor. How about elemental damage brick to weapons or ammo?
3) Combinations for selecting boosts
Current system encourages min/maxing boosts. Just select one boost and give as much of it as possible. Amount of boosts is linear to quality of item and that is a problem. Cost of a single boost should increase progressively instead of linearly. This means that you would get more total boosts if you select small amount of many boosts. Setting right progression rate will require some thinking, but result of this would be far more diverse usable combinations of boost for different situations.
Does anyone have additional improvements that might be possible to implement without rewriting whole crafting code from scratch? Or want to comment on these suggestions?
In my opinions, adding variety to item boosts would spice up also using those items. Some of these ideas are so simple that they might be though as rite rewards, but if we are not getting rites soon I would like to get abilites from trainers.
And just a final reminder, I would like to keep this thread related to boosts and forget other improvements such as additional plans, working modifiers on weapons or revised enchantment system.