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well im back home much faster than i thought i hope i get ativated fast want to see how the forums look like ,)


well since the last time i ceck alot happend ;) well i will try to get the money for the kickstarter even though if the beta release is early 2014 i wont have much time so if someone else will go for the guild pack i will pass on that but well i will be at meeting this time for sure wont be talking like always but well i think theres a lot to discuss with all the facts we got now ;)


well the reason i picked out such low numbers for the core stat was simple that the higher the number goes and the more complex the system that you have to use to calculate the material cost of the repair the more people will hate it i know alot people from wow that for one wanted to raid content but never cared about reading boss guide item guides or even try to learn how to play their class even i dont think this type of people would want to deal with a complex system regarding their gear
haveing to watch for the durability not to drop below a certain point before you have to use the "annoying" repair kit and watching that the core stat wont drop to 0 would already be a challenge for that type but this type is also a potential paying customer for GW if you want to make the system more complex and make it easier for those who maintain their gear often lets just factor the core up by 10 and let the maintain cost of core point when useing a repair kit scale nonelinear so that the more often you use the less you have to worry about core damage i dont wanna throw "complex" math into a concept so i will leave it at that

for the part about crafting well i all in for quality difference by crafted items and if i remember correct crafting will have somekind of "minigame" in for it which will then hopefully determine if you get a failed product a basic one or a well made one

also a question for the ones that play the rpg can the armor be divided in 3 categories ( cloth / leather / metal ) or should it go like in wow ( cloth / leather / chain / plate ) for the first i have some ideas how to prevent a "mage" running around in full plate and shield while still dealing as much dmg as a "mage" in cloth armor


well i hoped to get somekind of reply that says its either good and usefull or just forget it its useless to many design errors

also i may be eve and wow forum damaged as there you get over 10 flame posts before you get the first real reply if atall

i already posted that here and got some replys and no flame well this "forum" is somewhat free of those annoying attention whores you have everywhere else ;)


well for the item "life" you could also see it that way a
100/100 durability
3/3 core
weapon has a max life value of 300 and also maintaining a weapon in field
will always somewhat damage the weapon as sharpening a weapon means grinding ecxess of the blade i also thought of the 20 or 10% breaking point more as a penalty for those who dont maintain their gear regullary also i may have forgotten the fact that the worse your item state is the more material you will need for the repair but on the otherhand if you repair your weapon early on you will need less material per durability/core point than it would cost for your weapon in bad condition so the fact that for repairing your weapon before the 20 or 10% point will be the most economicaly but beeing honest this wont be easy to manage as you will mostly notbeeing able to predict everything that happens around you like having your weapon at 30% and then getting attackt by bandits and even after surviving that encounter your weapon did dropp below 20% and lost a core point or just a big mob group or a player that is able to use a weapon breaking skill so it may be economical
to keep the weapon close to the breaking point in field but it has a few disatvantages keep yourself ready for combat or play cheap well thx for pointing out that hole

and for customizing gear to a ceartain point i agree but i would like to see that you can change the color of your gear and slightly modify the looks but nothing like wow where you can make out of a rapier a broadsword andso on the apperance of a player / player force should allow to narrow down a certain role or atleast the gear typ a player that has towershield transmogd to a small buckler that would make it alot harder on that badguys in terms of choosing targets and for scouts to determine the what your force will face


So here something i though of in terms of how to handle items in PFO and avoiding most things i hated in other Games

well sorry for the format i wrote the orginal in the editor and copied it

Gear

Longsword 5-10 dmg speed 2.0

Durability : 100/100
Core : 3/3

so my concept of how to handle Equipment

First Durability would decline by use hitting or getting hit Durability can be restored with simple Repair kits in field but this would damage the Core of the item the Durability indicates how long the item will be useable once it hits 0 it will stop working but wont be destroyed once the core hits 0 the item will be destroyed so as stated earlier Durability can be restored in field with easy and cheap repair kits but the core is different the core can only restored with a portion of the the orginal materials used to built it and needs a competend smith to do so in a suitable Forge
so the core takes damage everytime a repair kit is used on the item aswell as when the item hits 20 or 10 % of its max durability
The Thoughts behind these Stats for items are simple i personly would like to see attacks for meele classes that are able to damage an opponets weapon (durability) ( high end skill )aswell as the ability to fix your gear in a big complex dungeon or on long trips into the fields but this would also help the economy as it will let crafters stay in buisness even if people obtain "end game" gear this gear will be in need to be maintained and this will also require a suitable amount of resources i think a item thats just before its breaking point would need like 50-70% of its orginal material costs to be fully restored i would also let the Core "points" grow from 3 of basic/fragile gear
to 10 for the most durable gear

oh if you dont like the naming of these stats feel free to offer a better alternativ ;)

Item design

Weapons

base dmg base speed

+ extra dmg
elementel/magical dmg bonus
Crit / hit / accuracy bonus ( accuracy would be mainly a rangedbonus which affects hit and crit chance aswell as extends the range to where you can hit with ranged weapons )
Armor pen ( mostly on Blunt weapons )
Magic dmg/heal amplifier for caster weapons
Mana reg bonus
Special abilitys or spells if Character has the needed pre skills for it
Parry ( meele weapon only )

Range weapons

Different typs of Projectiles to choose from from cheap ones without special trait to expensive with special traits as
armor pen / longer range / higher accuracy / extra crit dmg and so on

Throwing weapons

should be consumables which should basicly purely be available from Player Crafters so that you dont have to worry like in
early WoW that onces you used up those rare ones from a Boss mop you wont be able to get another stack of those

i would also love to see a primary and secundary weapon slot like diablo 2 had so that you can have lets say your
1hand shield as primary and your bow or throwing weapon on secundar slot this would also imply that you cant just
equip a new weapon in the middle of a fight without time loose

Armor

Head slot

Armor
Health
(magical resistance)

+ visual boni like enhanced tracking / stealth detection
Hit and Accuracy boni

Shoulder

Armor
Health
(magical resistance)

+ extra armor/health/magical resistance

Breast / Torso

Armor
Health
(magical resistance)

+ extra armor/health/magical resistance

Legs

Armor
Health
(magical resistance)

+ extra armor/health/magical resistance

Feet

Armor
Health
(magical resistance)

+ Runspeed
Waterwalk and other terrain walk extras
Silent ( stealth buff )
Knockback resistence

Hands

Armor
Health
(magical resistance)

+ extra Dmg for your weapon ( dps not flat dmg increse )
Parry/hit/accuracy/crit bonus
Caster
cast speed / magical dmg /healing / mana reg bonus

Wrist

Armor
Health
(magical resistance)

+ extra Dmg for your weapon ( dps not flat dmg increse )
Parry/hit/accuracy/crit bonus
Caster
cast speed / magical dmg /healing / mana reg bonus

Cloak

Armor
Health
(magical resistance)

+ extra armor/health/magical resistance
stealth boni

Waist

Armor
Health
(magical resistance)

+ Quick slots ( Quick slots are slots in which you can store Potions and other small useable items in Quickslots which
wont trigger a Cooldown like when you would use them out of your inventory also i belive potions shoudnt
be instant effects but effects that work over time like 3 sec for a healing potion when you use one
the total healing amount will be spread over 3 sec ( hot ) and if you take 2 it takes 6 sec andso on ) i will leave the amount of quickslots open but i would say from 0 on a "noob" item to like 5-6 on a "high end" item

Special slot

equipable

Quiver for Arrows / Bolts
Holder for Throwing weapons

Provide a Space for Projectiles which wont drop on death unlike items stored in your inventory same for the items in your
quick slots

Shield

Depending on the shield Type the stats will warry in relation to its size ( a tower shield will have a high arrow
protection chance while a small buckler will only provide a small chance )

Armor
Health
(magical resistance)

+ Block amount
Block rate
Parry
Arrow ( Projectile ) Protection chance and amount ( same as block amount )
( Magic Protection chance and amount )

For assault Shields which have generally lower Defensive stats chance for damaging the enemies weapon when blocking
and dmg bonus for shield attacks

Neck (1 slot) Ring (2 slots) Trinket (1 slot)

can provide any Bonus

so this specific layout for slots has following in mind this way it should be easier to Balance characters
Offensive ability to its defence abilitys while not haveing a need to raise the stats numbers into the skys as WoW
needed to do with every new raid or expansion it also gives you the chance to customize your Character more
between Pure offensive allrounder and defensiv / support
Like in eve glass cannon balanced buffer or pure max buffer
so unlike in wow where your raid gear gives you the needed Health buffer to survive boss abilitys this isnt
garantied in PFO

also for those who wonder why wrist and handslots provide extra dmg for physical and casters its rather simple
having only a maximum of 5 slots for a char that forsakes all extra defence for pure power is a bit much as you
have far more items that provide defencive boni so as those 2 slots affect the handeling of the weapons i put it there
instead of spreading those stats over all item slots also for caster in almost all movies games and books its hinted/shown
that mages use their hands/staffs for channeling their magical power so better hand and wrist slots which help channeling
those would affect their magic in a possitiv way ;)

well im pretty sure i left some holes to fill or things i would make a natural consequence out of the things i proposed
so let the discusion begin and if you find grammar or spelling errors feel free to correct them


well as the company forum doesnt seem to be read and i didnt get any response to my post i will post a link to it here ^^

http://gl-gamers.net/?topic=concept-idea-for-pfo-items-your-opinion-please

well thx in advance for those who will read it


sorry guys seems like i fell asleep before the meeting sry will try to attend the next one ;(


HI nice to meet you guys ^^ well i will try to be at te meeting tomorrow (atleast for me ^^ )
Im 24 years old male and German so feel free to correct me in my grammar or spelling mistakes if not corrected those mistakes will sink into

Most Probable Race: I guess Elf/Half-Elf/Human Most likly a Ranger
Most Probable Alignment: Lawful Neutral or Neutral
Most Probable Guild: Green Cloaks
How did you hear about GL: MessageBoard
Why do you want to join GL: It seems like a nicely orginized Bunch of nice
people where you can still retain your own personal freedom
What parts of GL's ideology do you find most appealing: I have and still
play eve so i have already seen how the dark concept of "unpunished" crimes affects the Gameflow and the Fun of "peacefull" player so
i think this is a good concept aswell as the fact that it wont go for
expansive conquest but instead a more easygoing peacefull approach
If you have a RP-background/concept for your character, what is it?:
i dont have any real RP background as i almost exclusively only played themepark games but i have a concept
HE/SHE will be somewhat of a lonewolf which shys from attention of everyone but a few friends and comrads valueing freedom over Power/Authority normaly Friendly but easiely to anger due to having a short temper

lets meet later till then