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![]() 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
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
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
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
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
Range weapons Different typs of Projectiles to choose from from cheap ones without special trait to expensive with special traits as
Throwing weapons should be consumables which should basicly purely be available from Player Crafters so that you dont have to worry like in
i would also love to see a primary and secundary weapon slot like diablo 2 had so that you can have lets say your
Armor Head slot Armor
+ visual boni like enhanced tracking / stealth detection
Shoulder Armor
+ extra armor/health/magical resistance Breast / Torso Armor
+ extra armor/health/magical resistance Legs Armor
+ extra armor/health/magical resistance Feet Armor
+ Runspeed
Hands Armor
+ extra Dmg for your weapon ( dps not flat dmg increse )
Wrist Armor
+ extra Dmg for your weapon ( dps not flat dmg increse )
Cloak Armor
+ extra armor/health/magical resistance
Waist Armor
+ Quick slots ( Quick slots are slots in which you can store Potions and other small useable items in Quickslots which
Special slot equipable Quiver for Arrows / Bolts
Provide a Space for Projectiles which wont drop on death unlike items stored in your inventory same for the items in your
Shield Depending on the shield Type the stats will warry in relation to its size ( a tower shield will have a high arrow
Armor
+ Block amount
For assault Shields which have generally lower Defensive stats chance for damaging the enemies weapon when blocking
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
also for those who wonder why wrist and handslots provide extra dmg for physical and casters its rather simple
well im pretty sure i left some holes to fill or things i would make a natural consequence out of the things i proposed
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![]() HI nice to meet you guys ^^ well i will try to be at te meeting tomorrow (atleast for me ^^ )
Most Probable Race: I guess Elf/Half-Elf/Human Most likly a Ranger
lets meet later till then |