Against my better judgement, I've started working on an illustrated "Fixes and Suggestions" guide thing. It's pretty much what it says on the tin. A bunch of pictures illustrating out various ideas, fixes, suggestions, etc. from various parts of this forum and a few of my own. Pictures are much easier to understand than a wall of text so once I really get rolling with this thing, it'll help a lot of the newbies understand the more complicated aspects of the ideas that are thrown around here on the forums.
SO. Why do I need your help? Basically, I'm going to be pester you guys to help me put together some ideas from the Suggestion forums, I'm going to draw them, and then show them to you. From there, you can tell me whether or not I completely screwed up and whatnot.
First up is an idea of my own.
Altering the Armor Branching and Paths in the game.
http://pixelhat.tumblr.com/image/35047394615 (It's still a work in progress.)
My intent is to have creating your armor be something more than working through recolors. I want the armor to change and evolve as much as the Knight that's wearing it. I'm trying to keep all the current recolors that we have in the game, so as to avoid frustration from players losing their current favorite, but adding bits and pieces to make each armor unique.
Plus, I want to add use to the earlier armors, adding in missing links so they can be crafted into the higher tiers, and just streamlining the whole process, while at the same time making it a little more complex.
Another thing I'm bringing to the table is the idea of Specialized Branching. The example I have now is Wolver, which starts at the Fencing Jacket 1*, then Coat of Arms 2*, and then Wolver Pelt 3* where it branches into two more specialized trees. One eventually leading to Snarby/Vog which specializes in Attack Power, and the other Skolver/Ash Tail (both of which get minor renames) which I want to specialize in Swing Speed. Both armors in the two branches would have different sets of defenses to set them apart more.
To further expand on the branching, from the 2* point the Knight can decide whether they want to make their Knight offensive and go down Wolver or go down a completely different one instead. I'm having trouble deciding which path it would go down from there. Plate would be a true Defensive armor line with adjusted stats to fully reflect that. Angelic would be a Specialized Offense, focusing more on being effective against certain enemy types as opposed to all around damage. Now that I think of it, Chromalisk would be a better fit for Specialized Offense and would fit the "wearing a dead animal" theme that Wolver has.
I'm going to try my best to make appropriate stats for the armors as well once I have everything sorted out.
My ultimate goal with the new Armor Branching is to have about 4 final armors per current Alchemy Paths, all of which are viable, interchangeable, and useful, while also being truly unique from each other and giving more costuming options.
Let me know what you guys think about this crazy idea. Both the armor branching and also the illustrated guide thing. Once I have a firm enough idea of what you guys think, I'll start plotting my next move...
I'm eagerly awaiting your input!
One of the first issues here is the idea that 1* things can be crafted into endgame equipment. This means that people will be able to ragecraft incredible UVs for their 1* things before upgrading them all the way up to 5*. Not only does this make for a change in the economy, it also provides potential for the difficulty level of this game to be reduced greatly.
Further response pending further reading.