fixed items

The tale of the siblings Althea and Shea https://www.winterwolves.com/seasonsofthewolf.htm
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yayswords
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Re: fixed items

Post by yayswords »

Finally some data points, must be hard for half-gods to answer us mere mortals...
I thought I communicated it well enough when I designed some weapons some pages ago. I think you were too busy making fun of my Kiduu lore text to actually remember the stats ;)

Also we could have two options for each weapon style, one that is high in stats and one that is high in raw damage.

Anyway... how many of these necklaces can we buy? A pretty cool goldsink might be if consecutive purchases got more expensive.
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renke_
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Re: fixed items

Post by renke_ »

I'm still under the impression fixed items should be unlimited (i.e. everyone can have theoretically one) - if this is game-breaking (balancing et al) it would be imho better to correct (=lower) the stats and not restricting the available amount.

and no one hinders you to define dozens of weapons more :D (in general I'm a friend of your two high stat / high dmg sets, but I suck at balancing and have some urgent and time-consuming RL stuff to do...)
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jack1974
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Re: fixed items

Post by jack1974 »

I don't think they should be unlimited instead :)
I don't play in Nightmare, but having unlimited access to a particular item could break the balance I think. Also, would be a bit unrealistic, if the item is rare/unique there should be just one of them? :shock:
renke_
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Re: fixed items

Post by renke_ »

we started this discussion around the idea to provide a guaranteed equipment quality - I don't think this base set must include regen wear, but the point yayswords mentioned (act 1: no regen, act 3: regen is plenty*) should be addressed somehow.

I still prefer the approach "every single unique quest item has some regen", but this was shot down because of layout issues :)

*) arguable even with the nerfed song
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jack1974
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Re: fixed items

Post by jack1974 »

Well as long as the cost is OK (so that you can't buy ALL of them at once), I guess there's no harm. But I think is enough to have one for each char, maybe like 6-7 quantity of each item. Not unlimited :)
I looked at your updated list, probably some weapons can use some HP/SP regen, to make it more "common" in act2 indeed :)
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yayswords
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Re: fixed items

Post by yayswords »

It's a necklace. What does it matter if the supply is 6-7 or unlimited? We can't wear two necklaces anyway :P

(will comment on other stuff you two posted later)
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jack1974
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Re: fixed items

Post by jack1974 »

Yes I didn't check the updated items - I thought ALL of them had SP regen. So that could have been different, if each unique item has SPregen, even with only 2SP you have 3 weapons + 3 jewelry = 12 SP for example. But as the items are now is OK, I guess you can even add a bit more SPRegen.

In other words I nerfed down Sonata as said in forums (5 SP/turn until 20% of total SP, then 3 SP/turn) and while is still powerful is not game-breaking as before :)
renke_
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Re: fixed items

Post by renke_ »

I don't see the items we defined as unique. They are static but not some WOW! quest item ;) I'm talking about the *real* unique stuff (quest items for the spider queen, this dagger in Act 2, ...)
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yayswords
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Re: fixed items

Post by yayswords »

I still think the necklace is freaking amazing though. I could roulette items superior to all the others, but that one? I'd be very hard pressed.
If at first try it doesn't explode, it ain't Jack who wrote the code.
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jack1974
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Re: fixed items

Post by jack1974 »

OK that was the misunderstanding, for unique in that post I meant "manually created" :mrgreen:
So yes, unique item = the legendary ones, obtainable with quests, etc. Manually created items=fixed items :lol:

About the necklace maybe nerf it down a little? well, is just a slot anyway, probably is OK :)
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