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Is there too much useless stuff in the game?
Yes, give it some love! 64%  64%  [ 7 ]
No, it's fine the way it is. 36%  36%  [ 4 ]
wert. 0%  0%  [ 0 ]
Total votes : 11
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 Post subject: Subpar Gear and Enchantability
PostPosted: Tue Sep 03, 2013 11:59 am 
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Joined: Tue May 24, 2011 5:07 pm
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Location: Alera
Most people go for the super leet stuff, and I get why. It starts off great and enchants make it about as awesome as a peanut butter and banana sandwich.

The subpar stuff isn't quite as good, but enchants make it workable. Definitely not as good as the leet stuff, but I think that sometimes it can be more fun to take less-than-amazing items that not everyone and their brother is wearing, and enchant it to make it reasonably useful in order to give your character a more unique and immersive feel. However, it's not always easy to do that, because there are a ton of items that, while they'd contribute to the aesthetics of a character's roleplay, are absolutely useless. For example:

Quote:
You utter the words, 'uoculoihuyl'.
This is a fishtail necklace, a medium water treasure, weighing
approximately 2 lbs. It is of superior quality and is worth approximately
161 silver. It bears an innate endowment to slightly increase willpower.
It bears an innate endowment to slightly increase magic resistance.

You utter the words, 'unsoqpaih uhzw'.
A fishtail necklace shimmers with a gold aura.

You utter the words, 'unsoqpaih uhzw'.
A fishtail necklace flares blindingly and evaporates!


I snipped that a bit just to make it easier on the eyes, but no important information is missing. My character's art isn't an issue, trust me on that one. I come across items like this a lot, where it would be a great addition to a character's aesthetics but it just isn't viable to use it.

So, am I the only one who thinks there's too much useless stuff in the game that deserves a little love?


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 Post subject: Re: Subpar Gear and Enchantability
PostPosted: Tue Sep 03, 2013 12:04 pm 
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SK Character: Karsh
MsPooperTrooper wrote:

So, am I the only one who thinks there's too much useless stuff in the game that deserves a little love?


No, you're not. I've been of the opinion that the staff inserts a ton of generally pointless items as "flavor" which just ends up using vnums up for things that people would actually want and use. And a lot of the time it just seems like the reason is "Because I didn't know any better."


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 Post subject: Re: Subpar Gear and Enchantability
PostPosted: Tue Sep 03, 2013 12:34 pm 
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There's actually some really good items you can obtain that are low level. And then there are just items that are like, "wut?"


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 Post subject: Re: Subpar Gear and Enchantability
PostPosted: Tue Sep 03, 2013 4:13 pm 
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So what do you suggest, just allowing all items to be able to receive XX amount of enchants on it so it is workable but not OP or leet. It sounds cool. You could give low level stuff a few enchants, and then just have the Leet items be stuff with scripts on it.


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 Post subject: Re: Subpar Gear and Enchantability
PostPosted: Tue Sep 03, 2013 4:17 pm 
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I suggest that IMMs that understand mechanics and the application of such be promoted, instead of the apparent philosophy of promoting imms specifically BECAUSE they don't understand how to effectively apply mechanics. More vnums will be used for items that players actually want to use that way.


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 Post subject: Re: Subpar Gear and Enchantability
PostPosted: Tue Sep 03, 2013 4:24 pm 
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I will say I don´t know as much about game mechanics as you, but I think my idea would be a good enough step forward. Could you come up with an idea that might actually be implemented, it would be nicer then taking cheap shots at the imms


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 Post subject: Re: Subpar Gear and Enchantability
PostPosted: Tue Sep 03, 2013 4:35 pm 
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SK Character: Karsh
I'm not taking cheap shots at the imms. I think most of the imms would probably be amongst the first to admit that they aren't mechanics savvy, or at least not so much as the top-tier pvp players of the game. It's not a bad thing to not be mechanics savvy, but when you put that sort of person in control of what is built for the rest of the playerbase, you're going to end up with a whole ream of items that will literally never, ever, ever, ever be used, because they're built with such a complete and total lack of understanding of what the mechanics crowd actually wants and will use that even the almost purely rp crowd can tell how bad the items are.

I don't think what I'm suggesting (that imms with some serious grasp of mechanics be promoted to ensure that builds are not either regrettably OP or laughably useless) is unreasonable. You're probably right that it will never happen, though. Dulrik seems to be under the impression that mechanics-savvy players are out to ruin his game for the RPers, despite any real evidence to support that assertion.


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 Post subject: Re: Subpar Gear and Enchantability
PostPosted: Tue Sep 03, 2013 4:45 pm 
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meztiso wrote:
So what do you suggest, just allowing all items to be able to receive XX amount of enchants on it so it is workable but not OP or leet. It sounds cool. You could give low level stuff a few enchants, and then just have the Leet items be stuff with scripts on it.


Well, my understanding is that leet items generally start off with a few decent enchants and have the capacity to hold upwards of eight or ten enchants, something along those lines.

What I'm suggesting would be to bump up some up some of the stuff you can get in shops from being capable of holding 1 enchant tops to capping out at like 4 or 6 (but if 6, it should be hard to get it there and have a high chance of exploding).

It just kind of sucks that everyone is resigned to pretty much the same stuff and there isn't a lot of wiggle room for creativity. When items are created to introduce some flavor in a character's wardrobe, even if they're not meant to be great items, I don't see why they couldn't be at least workable. In my eyes, a 4-6 enchant cap is workable but not overdoing it.


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 Post subject: Re: Subpar Gear and Enchantability
PostPosted: Tue Sep 03, 2013 4:48 pm 
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MsPooperTrooper wrote:
meztiso wrote:
So what do you suggest, just allowing all items to be able to receive XX amount of enchants on it so it is workable but not OP or leet. It sounds cool. You could give low level stuff a few enchants, and then just have the Leet items be stuff with scripts on it.


Well, my understanding is that leet items generally start off with a few decent enchants and have the capacity to hold upwards of eight or ten enchants, something along those lines.

What I'm suggesting would be to bump up some up some of the stuff you can get in shops from being capable of holding 1 enchant tops to capping out at like 4 or 6 (but if 6, it should be hard to get it there and have a high chance of exploding).

It just kind of sucks that everyone is resigned to pretty much the same stuff and there isn't a lot of wiggle room for creativity. When items are created to introduce some flavor in a character's wardrobe, even if they're not meant to be great items, I don't see why they couldn't be at least workable. In my eyes, a 4-6 enchant cap is workable but not overdoing it.


All of those issues are a direct result of building. All of them can be corrected by a proper understanding of what is and is not of value to a character in the context of the game world.


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 Post subject: Re: Subpar Gear and Enchantability
PostPosted: Tue Sep 03, 2013 5:20 pm 
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Joined: Fri Nov 26, 2004 1:03 pm
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Location: pyrathia
MsPooperTrooper wrote:
meztiso wrote:
So what do you suggest, just allowing all items to be able to receive XX amount of enchants on it so it is workable but not OP or leet. It sounds cool. You could give low level stuff a few enchants, and then just have the Leet items be stuff with scripts on it.


Well, my understanding is that leet items generally start off with a few decent enchants and have the capacity to hold upwards of eight or ten enchants, something along those lines.

What I'm suggesting would be to bump up some up some of the stuff you can get in shops from being capable of holding 1 enchant tops to capping out at like 4 or 6 (but if 6, it should be hard to get it there and have a high chance of exploding).

It just kind of sucks that everyone is resigned to pretty much the same stuff and there isn't a lot of wiggle room for creativity. When items are created to introduce some flavor in a character's wardrobe, even if they're not meant to be great items, I don't see why they couldn't be at least workable. In my eyes, a 4-6 enchant cap is workable but not overdoing it.



a limit on the topside of how many enchants armor can hold would be great. top tier armor be able to have 10 enchants and a script. Then other top items can have 8 enchants and a script. After that just let some high quality armor have 8 enchants with no scripts and work down to store bought items having 6 enchants.

Did I get that right, would having 6 enchants on most armor make them usuable. As it stands now I have to ask people IC to help me gather gear since I suck at that stuff.


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