Tristan Delaney 0 Posted June 13, 2015 #1 Share Posted June 13, 2015 As we progress, obviously we will have to get stronger equipment with how enemies will also get stronger. I for one am not going to go fight Gleameyes or what not with a dinky lil spear that tickles them at best. Thus I propose a relatively simplistic system that slots well into our current one which will progress equipment. EDIT: ALRIGHT, I had a brainwave and have made scaling SO much easier. Instead of increasing the slots equipment have, MOST enhancements will have their benefits scale on the same weapon Level system. Some Enhancements may NOT be affected to avoid breaking the balance of the game. Quality and amount of slots they have remains the same as current system and are unaffected. You craft equipment based on the Level material you get or drop based on the floors. You get Level 1 drops/materials at Floors 1-10 You get Level 2 drops/materials at Floors 11-20 You get Level 3 drops/materials at Floors 21-30 etc. When you craft equipment, it is of that level, so a Level 1 material makes a Level 1 equipment. A mob or whatever also would give Level 1 drops from Floor 5 lets say. This equipment will always be that Level. So a Level 1 Dagger (Needle lets call it), would always be Level 1. Uniques however are always the best equipment, so will scale up in Levels as they go up. There may be also the opportunity for an item which upgrades the Level of an item, similar to say the one from Essence of Steel that upgrades the quality of it. AN EXAMPLE: Name: Damage Cost: 1 Slot Cap: 3 Effect: Adds (1 * Weapon Level) damage for every slot used. Applicable to: Weapons SO a Level 1 (from a weapon obtained Floors 1-10/Crafted from Level 1 materials) Perfect sword with 3 slots in DMG gives +3 dmg. With a Level 2 Perfect sword though with 3 DMG enhancements, it becomes 2 * 3 = 6, so does 6 Damage. Spoilered below are the blacksmith and tailor upgrades and how they would scale. Blacksmith Enhancements Name: Damage Cost: 1 Slot Cap: 3 Effect: Adds (1 * Equipment Level) damage for every slot used. Applicable to: Weapons Name: Damage Mitigation Cost: 1 Slot Cap: 3 Effect: Removed (1 * Equipment Level) point of damage from every hit to you for every slot used. No matter how much damage mitigation you have, however, you will always take at least 1 point of damage. Applicable to: Shields, Armor Name: Paralyze Cost: 1 Slot Cap: 2 Effect: Removed enemy action for 1 turn afterwards on a roll of 9-10 if one slot is used, and 8-10 if two slots are used. This only applies to natural rolls (unmodified) Applicable to: Weapons, Shields Name: Bleed Cost: 1 Slot Cap: 2 Effect: Activated on a roll of 9-10 with one slot, or 8-10 with two slots. Remove (2 * Equipment Level) points of damage for 2 turns for the enemy/mob. Applicable to: Weapons Name: Thorns Cost: 1 Slot Cap: 2 Effect: Deals (X * Equipment Level) damage when Mob die/Enemy BD is a 6-8 (X being the amount of slots used) Applicable to: Shields, armor Name: Accuracy Cost: 1 Slot Cap: 2 Effect: Adds +(1 * Equipment Level) to the BD, but cannot cause a critical hit. Applicable to: Weapons Name: Crafting Die Cost: 3 Slots Cap: 1 Effect: Adds +(1 * Equipment Level) to the CD. Applicable to: Tools Name: Ambition Cost: 3 Slots Cap: 1 Effect: Adds +(1 * Equipment Level) EXP for every craft Applicable to: Tools Name: Unarmed Damage Cost: 1 Slot Cap: 3 Effect: Adds +(1 * Equipment Level) damage for every slot used. Applicable to: Armor (gauntlets/hand-wraps only) Name: Keen Cost: 1 Slot Cap: 3 Effect: On an unmodified roll of 9-10, your next attack has a +(1 * Equipment Level) BD. On a perfect item, you are granted a +(1 * Equipment Level) BD to your next attack on a natural roll of 8-10 Applicable to: Weapons Name: Safe-Guard Cost: 1 Slot Cap: 2 Effect: On a successful block, the next hit from your opponent is mitigated by (X * Equipment Level) (X being slots used). You MUST have a skill in Block to use this enhancement. Applicable to: Shield Name: Heavy Momentum Cost: 1 Slot Cap: 2 Effect: When you miss, gain a +(1 * Equipment Level) dmg. This can stack up to the amount of slots used. The +dmg goes away after a successful hit. Applicable to: Armor Tailor Enhancements Name: Thorns Cost: 1 Slot Cap: 2 Effect: Deals (X * Equipment Level) damage when Mob die/Enemy BD is a 6-8 (X being the amount of slots used) Applicable to: Leather Armor Name: Crafting Die Cost: 3 Slots Cap: 1 Effect: Adds +(1 * Equipment Level) to the CD. Applicable to: Tools Name: Ambition Cost: 3 Slots Cap: 1 Effect: Adds +(1 * Equipment Level) EXP for every craft Applicable to: Clothing, Tools, Plushies Name: Unarmed Damage Cost: 1 Slot Cap: 3 Effect: Adds +(1 * Equipment Level) damage for every slot used. Applicable to: Clothing (hand wraps only) Name: Loot Die Cost: 1 Slot Cap: 2 Effect: Adds +(1 * Equipment Level) to the loot die for every slot used Applicable to: Clothing, Plushies Name: Crafting Attempt Cost: 3 Slot Cap: 1 Effect: Adds (1 * Equipment Level) extra crafting attempt Applicable to: Plushies Name: Evasion Cost: 1 Slot Cap: 2 Effect: Adds a -(1 * Equipment Level) to the MD or the enemy’s die for every slot taken. This ignores the damage mitigation rule of taking at least 1 point of damage. Applicable to: Leather Armor Name: Savvy Cost: 1 Slot Cap: 2 Effect: Adds +(x * Equipment Level) BD (X being your enchant slots used for this enchant) to your roll when your opponent fails to hit. Applicable to: Leather Armor Name: Regen Cost: 3 Slot Cap: 1 Effect: Heals you +(2 * Equipment Level) after every hit from your opponent on a CD roll of 6 or higher Applicable to: Leather Armor Name: Light Momentum Cost: 1 Slot Cap: 2 Effect: When you miss, gain a +(1 * Equipment Level) to the BD. This can stack up to the amount of slots used. The +BD goes away after a successful hit. Applicable to: Leather Armor Link to post Share on other sites
Ssendom 0 Posted June 14, 2015 #2 Share Posted June 14, 2015 What about those that have obtained Unique's? What happens to their items being most superior due to accomplishing a great feat? Do they have to get above 4+ Stats or do they get boned? Honest question if it comes off rude or anything. Link to post Share on other sites
Rebekah 0 Posted June 14, 2015 #3 Share Posted June 14, 2015 My problem with this is that it creates a lot of additional work for players and PST/GMs alike to keep track of which material came from which floor. Thus, as much as I like this distinction, it will be harder to implement unless there was a specific mat that can be found on a set range of floors or quest rewards. Other than that, a floor 1 and 25 iron ingot would have no differentiation at all. That said, I like the idea of progression for weapons to make them stronger for more enchantment abilities. Link to post Share on other sites
Tristan Delaney 0 Posted June 14, 2015 Author #4 Share Posted June 14, 2015 What about those that have obtained Unique's? What happens to their items being most superior due to accomplishing a great feat? Do they have to get above 4+ Stats or do they get boned? Honest question if it comes off rude or anything. They will scale as you go up the floor as they are Uniques, Zero said Uniques will always be top tier. Its actually made very sensible when you realise players have to clear the benchmark to progress the next 10 floors, so as a system makes total sense. I would go for a differentiation as well but materials are universal so that's hard to make. Link to post Share on other sites
Calrex 0 Posted June 14, 2015 #5 Share Posted June 14, 2015 I believe this makes sense, since if we go to the upper floors the monsters should get tougher, and with it our skills and weapons should be able to respond in kind. Of course I don't want to put more work on the moderating team, so I'm guessing to make it fair we need to add another line to the evaluation form. Floor: (Floor number) That way they can check the thread and cross-reference it with the item to make sure it's of the correct level. As for materials it might be we need to create a level system for materials and add it to the crafting process to make sure people aren't using lower level materials for crafting higher level items? Link to post Share on other sites
Skylar 0 Posted June 14, 2015 #6 Share Posted June 14, 2015 Calrex is right. The other thing to consider would be players needing to pass the benchmarks to make it to higher floors. That way after floor 10 there is no way they could get higher level materials unless they can make it to higher floors. That way the mods would not have to check everything except who makes the equipment. The equipment does have to level up with the player in order to take on stronger bosses. That will also limit the people who would want to participate in a boss battle. Who would want to participate in a boss battle that does like 20 damage and 5 Mitigation with our current gear and stats. Link to post Share on other sites
Mari 1 Posted June 14, 2015 #7 Share Posted June 14, 2015 Weapon tiers is something already been worked on by the GM team ;) Link to post Share on other sites
Tristan Delaney 0 Posted June 18, 2015 Author #8 Share Posted June 18, 2015 BUMP I've totally rewritten the system to be far more simplistic, give it a read. Link to post Share on other sites
Zero 0 Posted June 19, 2015 #9 Share Posted June 19, 2015 Before this continues I'd like to point out that benchmarks are for the boss fight to unlock the next floor section (11-20 in this case) not to actually be able to go into these floors. There are no prohibitions of lower levels going to higher floors. Link to post Share on other sites
Azide 0 Posted October 16, 2015 #10 Share Posted October 16, 2015 (edited) This is actually very similar to the system that Baldur, Tyger and I were drafting back in the day. Obviously our current equipment will only get us so far, so scale is definitely a nice thing to have. The only additional thing I can think of is that somebody in our group had pitched the idea of a sort of material conversion system, almost like currency. For example, being able to convert between tier 1 materials and tier 2 materials, and the other way around in order to keep everything liquid. The conversion rate was never firmly decided, but you could probably work out a factor that might be workable. Edited October 16, 2015 by Azide Link to post Share on other sites
Nemesis 0 Posted October 16, 2015 #11 Share Posted October 16, 2015 What about items you already have? Are they just made redundant once you reach higher floors or is there a way to improve their quality to the next tier? Link to post Share on other sites
Calrex 0 Posted October 16, 2015 #12 Share Posted October 16, 2015 (edited) I think Tristan mentioned there might be items in the future, should this be implemented, that can upgrade the level of an item, similar to how the essence of steel item upgrades an item's rank. I'm liking this idea, because it's a way for everyone to scale up with the boss fights without needing to do anything that requires extra work, like adding ranks to skills and the like. Edited October 16, 2015 by Calrex Link to post Share on other sites
Tristan Delaney 0 Posted October 16, 2015 Author #13 Share Posted October 16, 2015 This scaling is currently on the definite agenda, but can't promise anything on exact details (due to outdatedness of it) and when it will release.There may be the possibility for essence of steel esque thing for levels, but no guarantee. As said before, floor/event boss drop unique equipment would scale so they are always the strongest. Link to post Share on other sites
Kalesh 0 Posted October 19, 2015 #14 Share Posted October 19, 2015 The only issue I can think of for this would be 'why would anybody bother with lower level materials?'What's to stop a level one player going to floor fifty (once unlocked) and immediately gathering all the high level materials in a non-combat thread or even earning a living? I do assume earning a living's bonus gives the floor level's materials too of course. It is not as if there is a level/stat limit on the weapons unlike in most MMO (SAO included) for equipment.All that said, it is totally possible and I wouldn't complain if you just said "Doesn't matter" and just made every lower tier obsolete every set of floors :P Link to post Share on other sites
Zandra 0 Posted October 21, 2015 #15 Share Posted October 21, 2015 Maybe higher level materials are only available from mobs that meet loot requirment. Maybe give different names to materials, instead of lvl so common, fine, uncommon, rare, exotic etc.. Link to post Share on other sites
Kalesh 0 Posted October 22, 2015 #16 Share Posted October 22, 2015 My thought was maybe to use the benchmark for something practical, say, limiting the weapon/armor tiers available. Like you cannot use tier 2 weapons and armor until you've unlocked the second tier of floors on your benchmark. Link to post Share on other sites
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