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[Suggestion] A few requests, Can we has... |
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Oct 30 2011, 18:31
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Death Grunty
Group: Gold Star Club
Posts: 2,788
Joined: 18-November 09

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Idea for a class system and item scaling revamp.First of all remove levels from equipment. But instead change the scaling factor to being player specific. Every piece is automatically scaled to your level. So as before, higher level means higher gains from equipment. Then introduce classes. Players have to set a class in some menu. Changing a class means picking more favorable scaling factors. Eg. melees pick a melee class and the scaling factor on physical mitigation becomes 1/1800 instead of 1/2000, but the scaling factor for elemental mitigations becomes 1/2200. Melee: QUOTE Weapon Damage / Attack Damage Bonus 16⅔ Magic Damage Bonus 22⅔ Attack/Magic Accuracy Bonus 2200 / 1800 Attack/Magic Critical Bonus 2200 / 1800 Block/Evade Chance 2000 Parry/Resist Chance 400 Physical/Magical Absorption 22 / 18 Physical/Magical Mitigation 2200 / 1800 Specific Physical Mitigations (e.g. Slashing) 360 Elemental Mitigations (Fire, etc) 2200 Magical Proficiency Bonuses 60 Elemental Damage Bonuses 50 Primary Attributes 35 5/7 Proc Duration 200 Bleed Damage 12 Drain Procs 25 (see note) Burden 800 Interference 800 Mage: QUOTE Weapon Damage / Attack Damage Bonus 20⅔ Magic Damage Bonus 18⅔ Attack/Magic Accuracy Bonus 1800 / 2200 Attack/Magic Critical Bonus 1800 / 2200 Block/Evade Chance 2000 Parry/Resist Chance 400 Physical/Magical Absorption 18 / 22 Physical/Magical Mitigation 1800 / 2200 Specific Physical Mitigations (e.g. Slashing) 400 Elemental Mitigations (Fire, etc) 1800 Magical Proficiency Bonuses 50 Elemental Damage Bonuses 50 Primary Attributes 35 5/7 Proc Duration 200 Bleed Damage 12 Drain Procs 25 (see note) Burden 800 Interference 800 Well the gist is. You can use an already existing system to introduce classes. And finally class specific skills. And at the same time remove the dumb IW.
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Oct 30 2011, 19:38
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Cronauron
Group: Members
Posts: 3,406
Joined: 29-November 06

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I can safely say there would be no complaints from me about item world revamp.
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Oct 30 2011, 20:14
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ask1123
Group: Catgirl Camarilla
Posts: 9,219
Joined: 27-February 08

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why not let Interference and Burden decrease as equipment level up
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Oct 30 2011, 20:42
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hzqr
Group: Gold Star Club
Posts: 4,672
Joined: 13-May 09

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Any change is bound to generate its share of shitstorm. Then again, people come to the Internet to complain and bitch against each other, so that's only fair. 
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Oct 30 2011, 20:47
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marcho
Group: Gold Star Club
Posts: 2,017
Joined: 25-February 09

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QUOTE(Tenboro @ Oct 30 2011, 04:45)  So should I assume that changes that could potentially negate some previous effort put into Item Worlds wouldn't generate the usual shitstorm? Because if not, I'm not gonna bother.
Personally, I strongly believe that IW needs a rework. I promise to in no way contribute to any theoretical shitstorm. Not even to a shitdrizzle. IW needs a new dynamic to be useful.
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Oct 30 2011, 21:01
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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QUOTE(Ichy @ Oct 30 2011, 06:03)  Item World is fine as it is if you just want to keep your gear at level. Problem is it is stupid if you want to increase it by a few 100 levels.
This. I'll try not to find something to complain about if IW gets a revamp. The new round scaling was nice in that it reduced time needed to complete a single item world, but it didn't address the fact that you still needed to spend an ass-load of time going back into that item to level it significantly. IW suffers from the same "it was created when everyone was relatively low level" issue that's really starting to pop up more and more. It was fine when you were only leveling something 50 levels. If you don't do anything, at least let a mastered Spelunker do away with the cooldown completely. And while I like Death Grunty's idea of doing away with equip levels completely and using automatic scaling, that WOULD cause massive shitstorms. IW would also lose its intended purpose.
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Oct 30 2011, 21:01
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Death Grunty
Group: Gold Star Club
Posts: 2,788
Joined: 18-November 09

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QUOTE(marcho @ Oct 30 2011, 12:47)  QUOTE(Tenboro @ Oct 30 2011, 03:45)  So should I assume that changes that could potentially negate some previous effort put into Item Worlds wouldn't generate the usual shitstorm? Because if not, I'm not gonna bother.
Personally, I strongly believe that IW needs a rework. I promise to in no way contribute to any theoretical shitstorm. Not even to a shitdrizzle. IW needs a new dynamic to be useful. I don't think ANYONE would complain. Because there's nobody who finished putting whatever 'previous effort' into the Item Worlds. Nobody. Since you can't finish it. It's a Sisyphean task. I paid 500k to get 2 items to 200 and I wouldn't mind any changes whatsoever that make it easier or at least acceptable.
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Oct 30 2011, 21:13
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hitokiri84
Group: Gold Star Club
Posts: 10,945
Joined: 24-December 07

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QUOTE(Death Grunty @ Oct 30 2011, 14:01)  I paid 500k to get 2 items to 200 and I wouldn't mind any changes whatsoever that make it easier or at least acceptable. Wasn't that was back when it was actually possible to do IW BT for 200 rounds? Nobody in their right mind would try to do that twice a day for months as HV exists today.
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Oct 30 2011, 21:16
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Death Grunty
Group: Gold Star Club
Posts: 2,788
Joined: 18-November 09

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Yes. 'Been awhile. Anyways IW needs some kind of change. Heck, I'd even welcome the gatekeepers idea. (Pretty good though. Very Disgaea-ish.)
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Oct 30 2011, 22:08
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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I just had a clever Idea regarding Item World. Make them with an unlimited number of Rounds. You just run until you die and then get levels depending on how far you went in and what Difficulty setting you chose. This could be fun since some people around here like to try to go as far as possible (IMG:[ invalid] style_emoticons/default/happy.gif)
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Oct 30 2011, 22:18
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Maximum_Joe
Group: Gold Star Club
Posts: 24,074
Joined: 17-April 11

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Other idea: Spelunker reduces the number of rounds in IW by 5% per rank. At max training this means half the rounds needed. Expensive but rewarding.
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Oct 31 2011, 03:18
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Ballistic9
Group: Members
Posts: 4,761
Joined: 4-January 09

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QUOTE(Ichy @ Oct 31 2011, 04:08)  I just had a clever Idea regarding Item World. Make them with an unlimited number of Rounds. You just run until you die and then get levels depending on how far you went in and what Difficulty setting you chose. This could be fun since some people around here like to try to go as far as possible (IMG:[ invalid] style_emoticons/default/happy.gif) Gatekeeper boss mobs every 25 rounds past the item's level, every dead boss adds +1 item level (IMG:[ invalid] style_emoticons/default/cool2.gif) This post has been edited by Ballistic9: Oct 31 2011, 03:19
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Oct 31 2011, 04:01
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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But then Tenboro would have to make new bosses and that's a pain.
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Oct 31 2011, 04:26
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marcho
Group: Gold Star Club
Posts: 2,017
Joined: 25-February 09

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Or just use old ones.
I'd still prefer not to have to do hundreds of rounds though. Maybe a boss every 25 rounds from the start but cap an item at 100 or 200 rounds, like the arenas. I really appreciated the round cap on arenas, I think it could work splendidly for IW as well.
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Oct 31 2011, 04:35
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Bunker Buster
Group: Gold Star Club
Posts: 2,220
Joined: 11-June 10

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They don't have to be new bosses, they can be schoolgirls or dragons or plevel 2775 giants (IDEA!) for all I care. I'd personally rather have a drastically shorter item world, 100 rounds for every item, and item level would be increased by a running counter of how many "credits" you would have gotten had you not been playing Item World (call it item EXP or something, like 5 * ilvl) If you don't want to add yet another counter to keep track of just do the 1-100 thing and have the ten round gatekeeper defeats increase the level (with the same random factor that selecting difficulty gives you) and multiply monster difficulty and exp by an inverse exponential amount of the item starting level (like, say, the same formula you use for item world level counting divided by anywhere between 50 and 100.) Then Item World would be exp king again! (IMG:[ invalid] style_emoticons/default/biggrin.gif) QUOTE(Ballistic9 @ Oct 31 2011, 03:18)  Gatekeeper boss mobs every 25 rounds past the item's level, every dead boss adds +1 item level (IMG:[ invalid] style_emoticons/default/cool2.gif) I'm pretty sure for anyone who's not a mage that's pretty suicide-inducing. This post has been edited by Bunker Buster: Oct 31 2011, 04:38
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Oct 31 2011, 04:39
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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QUOTE(Bunker Buster @ Oct 30 2011, 22:35)  I'm pretty sure for anyone who doesn't play HV 24/7 that's pretty suicide-inducing.
Fixed.
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Oct 31 2011, 04:42
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Bunker Buster
Group: Gold Star Club
Posts: 2,220
Joined: 11-June 10

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people who will complain about drastically shorter IW: Bunko
definitely unanimous here.
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Oct 31 2011, 04:48
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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QUOTE(Bunker Buster @ Oct 30 2011, 22:42)  people who will complain: Bunko
Fixed again.
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Oct 31 2011, 04:51
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bakabombdood
Group: Members
Posts: 584
Joined: 10-March 11

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Hm, returning to the topic regarding interference, I would say make support and curative proficiencies independent of the other magic proficiencies. To me it would make more sense that heavy armors would greatly interfere with casting magic on opponents so a steeper penalty (this includes depreciation proficiency) on enemy target magic would make sense, but self target magic really should lack penalties (after-all, you are not going to dodge or resist your own magic). That or lower the base magic mitigation on the heavy armor (by quite a bit) while increasing physical mitigation (a little bit) and have curative and supportive magic interference be determined by the heavy armors magic mitigation (lowered effectiveness as magic mitigation gets higher)...or you know what...these might actually be really bad ideas...oh well, I'll just throw my idea out there.
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Oct 31 2011, 04:58
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marcho
Group: Gold Star Club
Posts: 2,017
Joined: 25-February 09

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QUOTE(marcho @ Oct 30 2011, 21:26)  A boss every 25 rounds from the start but cap an item at 100 or 200 rounds, like the arenas. I really appreciated the round cap on arenas, I think it could work splendidly for IW as well.
Since we all seem to agree on a lowered round count and seem to like the idea of a +level ever X rounds event, is this sorta on track for you all?
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