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CALL FOR HELP: Armor Branching Revamp and other ideas

6 respuestas [Último envío]
Lun, 11/05/2012 - 01:38
Imagen de Zopyros-Il
Zopyros-Il

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!

Lun, 11/05/2012 - 02:32
#1
Imagen de Schattentag
Schattentag
Without having read the majority of your content...

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.

Lun, 11/05/2012 - 05:46
#2
Imagen de Draycos
Draycos

It can't be that hard to prevent 1* items of certain lines from getting UVs on craft...

Lun, 11/05/2012 - 09:45
#3
Imagen de Luguiru
Luguiru

A less exploitable option would be to have a common 2* for similar armors like Wolver, Drake, and Chroma as the "beast" set (starts with a common 2* with some normal and pierce defense with +1 damage bonus against beast per part), Cobalt and Plate as the "neutral tank" (starts as a 2* with pure normal defense like Plate already does) set, and Skelly, Jelly, and Magic as the "specialist" set (starts with a small amount of each of the three specialized defenses but no normal). There would still be SDemo, Gunslinger, and Angelic lines leftover.

No starting with 1* with equipment that goes 4*+ unless UVs are impossible (to obtain from crafting) as a 1* (once it gets 2*+ UVs from crafting are fine), which makes having the 1* to begin with pointless. Maybe if you want a cheap starter set, but they already give you Cobalt set for free from missions. There would still be the elephant in the room, the majority of armor is underpowered.

Lun, 11/05/2012 - 09:50
#4
Imagen de Zopyros-Il
Zopyros-Il
Ragecraft Solution

Nice catch! Never thought about that aspect of it! I'll try and readjust my plans a little bit for the future lines.
However, as it stands now, there is no crafting recipe for the Fencing Jacket. You have to buy it from a vendor. So that at least solves it for the Wolver Line and may prove to be a solution for the others as well when I get around to making them. Just make the base piece of equipment a vendor only item so as to avoid the ragecraft problem.

What Branch do you think the Coat of Arms should go into? Plate, Angelic, or Chromalisk? It should play as something completely different, but at the same time have a relation (attack/defense, attack/specialized attack). I can't make up my mind on it. D:

Lun, 11/05/2012 - 10:03
#5
Imagen de Luguiru
Luguiru

The helmet looks like Round and the armor looks like Flak, model modifications from Angelic helmet and Wolver torso respectively. Angelic is fine where it is now starting at 3*, though it needs improvement. That gives me a few ideas. Anyway, that 2* thing in your picture, it probably fits best as the Wolver/Chroma/Drake common 2*. Try to make a combination of Cobalt and Plate for the neutral starter. For the three special defense lines, I have no idea. It would be the weirdest thing ever. So something significantly boring looking to make its effects ironic.

SDemo and Gunslinger can live without sharing alchemy lines with other sets. I can throw some stats out for the three common 2* armors in a herp or two.

Lun, 11/05/2012 - 10:39
#6
Imagen de Zopyros-Il
Zopyros-Il
Lug ninja'd me a little...

@Luguiru
I was more going off of what armors looked similar to each other and had aspects that I could kind of blend together to get the 2* Branching Variant. Whether those aspects be their purpose (offense vs. defense) or just armor elements.
And don't worry about the whole underpowered armor thing. I was going to a add stat ideas from the forums, more than a few being from your balancing thread. There are also a few ideas of my own that I want to play with. So no worries. Just needed some early feedback so I could convince myself to keep working on this.

Anyway, how I planned it for now was:

Cobalt (Jack of all trades: Master of none) <- Low power and speed buffs for all Weapons

Wolver (Offense: Speed/Power) - Plate (Defense: Split Defense/Pure Normal) <- Possible shield protection range variant pending on this one. Matches "Guardian" role better

Demo (Bombing: Speed/Power) - Jelly (Spacing: Push/Pull) <- Idea for shield bump to be a Variant. Plays well with Jelly's "bounciness"

Gunslinger (Gunner: Speed/Power) - Magic (Projectile Defense: High Elemental Defense, low Normal Defense)

Here's where things get a little troublesome and where I need a little help.
Drake, Skelly, Angelic, and Chroma Lines have really odd specialties. Some lines work together visually, but don't mesh with their characteristics. I think OOO was just trying to cover all bases of the Elemental match-ups and monster family attack buffs, which lead to a bunch of really weird and gimmicky armors. I'm going to be combing through the forums trying to come up with good fixes for these ones.

And I'm still making up my mind on this:
Wolver - Chromalisk/Angelic/Plate <- Chroma works visually (dead animal) and along with Angelic is more specialized offense/defense, Plate is just defense as said before

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