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#1 Apr 14 2010 at 10:24 PM Rating: Good
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Curious about your thoughts (and attempting to create a non-NDA-breaking discussion) on Itemization Customization.
That is to say, the ability of someone to choose what bonuses to their attributes get assigned to their weapon or armor. This is either in addition to other stats, or completely from the ground-up.

I think a game that's touting a build-your-own-class system would greatly benefit from allowing players to customize their itemization. Because ultimately, the practical limitations of what classes you are capable of creating leans heavily on whether or not there are weapons and armor capable of supporting it.

Crafting conveniently provides a perfect means to create these customizations. If Crafters were capable of altering the itemization of a piece of crafted armor or a weapon, this would create a plethora of equipment that could tailored to the needs of an individual player without requiring any costly production intervention on SE's behalf.

Really, what's more efficient? Introducing a plethora of armors and weapons that you hope to may be be useful to someone but might just kind of sit and rot, or letting players create those assets for you on an 'as needed' basis covering more variability than you could reasonably hope to accomplish?




Edited, Apr 15th 2010 12:30am by Zemzelette
#2 Apr 14 2010 at 10:29 PM Rating: Good
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I'm all for it.

If they're really going for serious customizability on the classes, it'd be a great way of ensuring that it works. Anything that helps make my healing lancer a reality is good in my book.
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#3 Apr 14 2010 at 10:53 PM Rating: Decent
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I was thinking of this earlier. There has to be some sort of customization because how SE wants you to make your character and how you want to make are completely different. With that in mind, armor that fits SE's ideas wont necessarily work on your character. A really interesting feature that would allow armor/weapon mods would be a spinoff of the evolith system in XI. Idk how it works as I quit the game b4 that update but it seems like as good a system as any with the emphasis in this game on player elements and crafting.

Another thought is that it's possible that there are multiple versions of each armor. Sorta like stat rings in XI(Flame/Snow/etc). Example:
SuperVest:
+2 to X stat
+1 to Y stat
+30mp/hp

X and Y could be any combination of stats that could either be determined by SE or the PC. So the Conjurer's Supervest would be different than the Lancer's Supervest
#4 Apr 15 2010 at 2:22 AM Rating: Default
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Maybe they'll introduce objects like crystals and such that you can place and remove from weapons and armor. They can be called Magicite and/or Nethicite.
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#5 Apr 15 2010 at 3:26 AM Rating: Decent
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VayMasters wrote:
Maybe they'll introduce objects like crystals and such that you can place and remove from weapons and armor. They can be called Magicite and/or Nethicite.


Come back!! Materials from FFVII !!!

>.<

Edited, Apr 15th 2010 5:26am by hexid
#6 Apr 15 2010 at 4:42 AM Rating: Good
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VayMasters wrote:
Maybe they'll introduce objects like crystals and such that you can place and remove from weapons and armor. They can be called Magicite and/or Nethicite.


I agree, some form of support of a slotted/customizable equipment system that allows crafters to not only make what could be considered "template" gear (ie. Vest w/ X number of slots for customized stats) and then baseline stats that are universally beneficial (ie. HP/MP) would be a great system. They can still dictate certain baseline stats that make individual pieces more practical for certain classes or disciplines (ie. more MP on a caster-orientate piece of equipment) which would allow SE to continue providing a baseline itemization standard. But then allowing crafters to further manipulate the stats on the baseline gear would be a real boost to the idea of individual class customization.

The only problem I can see is that it will ultimately come down to balancing issues. Class designs will weigh heavily on what PC's can do to gear, requiring SE to consider more and more specific and unique situations. Maybe put a universal limitation based on skill/level/etc.? For instance, at X skill level with Y class, you cannot exceed a total of Z of a particular stat. This will promote some form of even balance across PC's to ensure things stay within considered & tested boundries set by the developer to not cause overwhelming class imbalances.
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#7 Apr 15 2010 at 5:53 AM Rating: Good
hexid wrote:
VayMasters wrote:
Maybe they'll introduce objects like crystals and such that you can place and remove from weapons and armor. They can be called Magicite and/or Nethicite.


Come back!! Materials from FFVII !!!

>.<

Edited, Apr 15th 2010 5:26am by hexid


I like the idea, it was fun, if a little tedious, maxing out some of those bad boys.
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#8 Apr 15 2010 at 5:58 AM Rating: Good
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Lubriderm the Hand wrote:
hexid wrote:
VayMasters wrote:
Maybe they'll introduce objects like crystals and such that you can place and remove from weapons and armor. They can be called Magicite and/or Nethicite.


Come back!! Materials from FFVII !!!

>.<

Edited, Apr 15th 2010 5:26am by hexid


I like the idea, it was fun, if a little tedious, maxing out some of those bad boys.


What they should do, is bring back the Junction system!




That way, y'know...everyone could just junction drain to their weapon, and we'd never use mages again for anything.
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#9 Apr 15 2010 at 6:33 AM Rating: Decent
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I can't remember where i heard or saw it... and don't quote me if it's real or speculation i can't guarantee anything since i don't even believe crafting is setup in the alpha's properly right now... i think... ah whatever.

Anyways, You can put different finishes on the armor. Like a rat hide finish that will give you a certain trait and other things.

I don't think stats should vary too much. It will give the guy who is lucky enough to make an armor with high +stats (if it's random) way too much power and basically turn it into a lottery like that last craft system often was. Oh high quality? oops no.. hmm lets face south try again...

Personally i think it should be a hugely based skill system just like most jobs are.

I think the first step they took correctly was a BoP system. Not only does it encourage cash flow by selling old gear to vendors but it also greatly encourages crafters to actually craft something.
#10 Apr 15 2010 at 6:34 AM Rating: Decent
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Quote:
If they're really going for serious customizability on the classes, it'd be a great way of ensuring that it works. Anything that helps make my healing lancer a reality is good in my book.


I believe jobs like this may be completely impossible. They have said you will need to be in "passive" mode to heal, and then to do any kind of damage, you would need to be in "active" mode.

Again, like always, I could be wrong, but the system seems against this type of character.
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#11 Apr 15 2010 at 6:40 AM Rating: Good
Eske wrote:
Lubriderm the Hand wrote:
hexid wrote:
VayMasters wrote:
Maybe they'll introduce objects like crystals and such that you can place and remove from weapons and armor. They can be called Magicite and/or Nethicite.


Come back!! Materials from FFVII !!!

>.<

Edited, Apr 15th 2010 5:26am by hexid


I like the idea, it was fun, if a little tedious, maxing out some of those bad boys.


What they should do, is bring back the Junction system!




That way, y'know...everyone could just junction drain to their weapon, and we'd never use mages again for anything.


Yes, I'm saying they should implement a system with no limitations or restrictions at all. Smiley: rolleyes

I was thinking along the lines of something similar. I'm not suggesting that someone with nothing better to do should be able to 8x cast Knights of the Round in a single turn.

I'm not even saying they should do it. It would just be interesting.

Edited, Apr 15th 2010 8:41am by Lubriderm
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#12 Apr 15 2010 at 6:47 AM Rating: Good
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Lubriderm the Hand wrote:
Yes, I'm saying they should implement a system with no limitations or restrictions at all. Smiley: rolleyes

I was thinking along the lines of something similar. I'm not suggesting that someone with nothing better to do should be able to 8x cast Knights of the Round in a single turn.

I'm not even saying they should do it. It would just be interesting.


Hey, I'm with you. I was just being goofy (I love ripping on VIII's system).

Quote:
Quote:
If they're really going for serious customizability on the classes, it'd be a great way of ensuring that it works. Anything that helps make my healing lancer a reality is good in my book.



I believe jobs like this may be completely impossible. They have said you will need to be in "passive" mode to heal, and then to do any kind of damage, you would need to be in "active" mode.

Again, like always, I could be wrong, but the system seems against this type of character.


Buzzkill.... : (

Edited, Apr 15th 2010 8:47am by Eske
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#13 Apr 15 2010 at 6:51 AM Rating: Good
Eske wrote:
Lubriderm the Hand wrote:
Yes, I'm saying they should implement a system with no limitations or restrictions at all. Smiley: rolleyes

I was thinking along the lines of something similar. I'm not suggesting that someone with nothing better to do should be able to 8x cast Knights of the Round in a single turn.

I'm not even saying they should do it. It would just be interesting.


Hey, I'm with you. I was just being goofy (I love ripping on VIII's system).



Oh. Well thanks for making me look like an *** for arguing with you. Smiley: jester

and Smiley: clown just for good measure.
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Edited, Mar 21st 2011 2:14pm by Darqflame Lock Thread: Because Lubriderm is silly... ~ de geso

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#14 Apr 15 2010 at 7:23 AM Rating: Good
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Quote:

Quote:

If they're really going for serious customizability on the classes, it'd be a great way of ensuring that it works. Anything that helps make my healing lancer a reality is good in my book.




I believe jobs like this may be completely impossible. They have said you will need to be in "passive" mode to heal, and then to do any kind of damage, you would need to be in "active" mode.

Again, like always, I could be wrong, but the system seems against this type of character.


You will be able to make a Lancer with the ability to use some healing spell. In the more recent interview, the devs talked about players having the ability to use spells and skills from other jobs on a player's currently equipped job. The spell might not be as effective as it would be on its native job, but I'm almost 100% sure you can make your healing Lancer.

As far as the item customization goes, I hope it's limited to only crafters with high enough skill levels and the proper tools being able to make adjustments to gear and weapons. I think it would take away from the social/community aspect of the game.

I like the idea of finding/making friends with a player who is a skilled Tanner so that I can get my leather armor set tailored to my adventuring needs or a good Alchemist who can add some elemental properties to my mage staff.
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#15 Apr 15 2010 at 9:32 AM Rating: Good
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Quote:
Quote:
I believe jobs like this may be completely impossible. They have said you will need to be in "passive" mode to heal, and then to do any kind of damage, you would need to be in "active" mode.

Again, like always, I could be wrong, but the system seems against this type of character.



Buzzkill.... : (



::nudge whisper::

When they say 'Heal', they mean Heal like use HP regeneration mode to recover HP. Not heal like cast a healing spell.





Edited, Apr 15th 2010 11:34am by Zemzelette
#16 Apr 15 2010 at 9:47 AM Rating: Default
Meraris wrote:
Quote:
If they're really going for serious customizability on the classes, it'd be a great way of ensuring that it works. Anything that helps make my healing lancer a reality is good in my book.


I believe jobs like this may be completely impossible. They have said you will need to be in "passive" mode to heal, and then to do any kind of damage, you would need to be in "active" mode.

Again, like always, I could be wrong, but the system seems against this type of character.


That would be a misinterpretation. You have to be in passive mode in order to auto-heal (think rest in FFXI) but nothing has been said about having to be in passive mode in order to be able to cast healing spells.
#17 Apr 15 2010 at 10:24 AM Rating: Good
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Zemzelette wrote:
Quote:
Quote:
I believe jobs like this may be completely impossible. They have said you will need to be in "passive" mode to heal, and then to do any kind of damage, you would need to be in "active" mode.

Again, like always, I could be wrong, but the system seems against this type of character.



Buzzkill.... : (



::nudge whisper::

When they say 'Heal', they mean Heal like use HP regeneration mode to recover HP. Not heal like cast a healing spell.





Edited, Apr 15th 2010 11:34am by Zemzelette


Oh, duh. Good call. Man I'm just not with it today. Good to know there's still hope though. : )
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#18 Apr 15 2010 at 1:10 PM Rating: Decent
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I've been playing Dragon Age and they have a rune system that is pretty cool. They work pretty similar to the runes in Diablo II but you go to an "enchanter" (i.e. NPC) and they will add runes to and remove runes from items. This way you can move the runes you like as you get better items. But only special weapons have rune slots. The runes do things like adding elemental damage, giving defense bonus and other things.
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#19 Apr 16 2010 at 9:01 AM Rating: Good
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That should be something the high level crafters are able to do for you. Making weapons with elemental slots, adding added effects, elemental defences etc.
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#20 Apr 16 2010 at 12:24 PM Rating: Decent
i like the idea of having slots to put something in but i would also like that items maybe have different properties depending on how they are made. make certain things craftable from various recipies with a wide variety of materials and depending on what you use to make it would affect the kind of stats it has. for example a stronger metal would grant more defense and vitality. using a fire crystal would give a str or attack boost and make it more resiliant to fire based attacks. perhaps the materials used to make it would also affect its durability. you could also add in optional materials that maybe give it a special property, like say you put a special item into a piece of armor and you get a spikes effect, or in a weapon you get an en-spell effect. i think this would allow for a lot of player creativty and allow players to make weapons and armor that suit their playstyle
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