SKAAVVEEK

Adventurer
Royal Guardian
Characters
See Signature
Platform
PC
Last edited
#1
For those who wish to read a summary of the suggestions, please scroll to the bottom and read the Overview section.

For any MMORPG the gear system is imperative towards increasing the longevity of the game. It provides a form of progression that does not require additional zones, cap increments or story-line content. It allows players to remain invested and spend time upgrading and customizing their equipment to their heart's content.

I have tried to acclimate to the gear system implemented in Starfall, but unfortunately I still do not feel that it meets the potential that it could. This is mainly due to the system's reliance on randomization and lack of scalability.

Below are some suggestions that I feel would improve on the current design. I would be glad to hear other ideas as well. The process I followed is a layer based system. Similar to baking a cake, each layer for gear creation has a unique purpose, however, each additional layer that players pursue is more complicated than the previous.

Layer 1 is the base of the gear
Layer 2 is the modification of the gear
Layer 3 is the specialization of the gear

This overhaul relies on taking unnecessary and complicated features out of the game, and replacing or modifying them with something else. Thus, in order to understand the suggestions below, it is important to elaborate on which systems will be removed entirely, and which will be modified significantly.

Phase 1: Removal & Re-Modification

Gear Mastery - SCRAPPED

Starting heavy by removing one of the major components in the current crafting system. Gear Mastery depends upon the player crafting dozens upon dozens of a single recipe in order to gain specific runes they desire via randomization. They then need to filter through hoards of items and combine the items they desire for their gear. I believe this system needs to be removed and should be replaced with a system that has a greater focus on player customization while also preserving the difficulty and material requirements. As I have stated before, I would rather spend many hours constructing a single piece of gear that is perfect, rather than dozens of pieces of gear that are imperfect.

Excess Gear - SCRAPPED

I feel that 13 gear slots is over the top, and quite a few of them are redundant and have no practical or aesthetic purpose other than as stat boosters. These could easily be removed and the stat values adjusted across the board to make up for their loss. All the excess gear should be consolidated so that each individual gear has its own purpose and function. I believe the following gear items should be removed:
  • Rings (2)
  • Necklace
  • Belt
  • Class Token
  • Trinket (1)
This would leave the following gear slots, plus an additional that I'd like to see implemented:
  • Hat
  • Chest Piece
  • Back Slot (NEW! For capes / wings / quivers etc.)
  • Gloves
  • Boots
  • Weapon
  • Shield
  • Trinket (Adjusted to hold up to 2 spells)
Augmentation Runes - SCRAPPED

Augmentation runes were removed.

Default Gear Stats - SCRAPPED


The stats in the red box in the image above that come inherently with a piece of gear will be removed. With the proposed system below, there will be no need for another set gear stats.

Elder Gear - SCRAPPED

Elder gear is removed, and elder drops modified.

Enhancement - SCRAPPED

Simply removed enhancement. We will be using the name though.

Preparations - SCRAPPED

It will not fit in with the proposal outlined below. However, it will be replaced with something else.

Stat Limitations - SCRAPPED

Currently stats are restricted to specific pieces of gear. Any stat will be able to be placed on any type of gear in the proposed system.

Gear Progression - MODIFIED

Currently gear comes in intervals of 5 levels. This will be modified to 15 levels between each set of gear, to increase how long gear is useful to the player before it is replaced. Don't worry, there is a system in place that will enable gear to remain useful for 15 levels or more, and it will be explained below.

Epic Stats - MODIFIED

The concept of the stats themselves will remain, however their implementation will differ and they will be rebranded as Modifications or Mods.

Phase 2: Overhaul - Layer 1 - Foundation

Gear Creation Process

Below is a step by step walk-through of how I envision this system to work. First, the player steps up to a crafting station with the required materials in order to create a piece of equipment. Let's say an armor piece for this example. The player clicks on the appropriate piece of gear, and selects CONSTRUCT.



Once this button has been selected, the player is taken to another window known as the Rune Selector.



This is where the magic happens. On the top-left is the piece of gear that is being made. To the right of the gear image is a list of its rune slots.

Directly below that is a list of all stat runes in the game (No epic stats!). (I could not fit everything in the image, just assume you can scroll through the list to view all the stats.) Players click on a specific stat, and on the right side there will be a list of materials required in order to add that rune onto the gear. The player hits accept and that stat rune is then added to the gear. Please note that the ingredients in the image are not correct - it was just to show the interface. Below is the ingredient type, based on the stat rune.
  • Ability Powers: Beetles & Timber
  • Armor: Ore & Cloth
  • Magic Resist: Wood & Ingots
  • Vitality: Fruit & Cloth
  • Vigor: Meaty Fish & Oil
  • Intellect: Silkworms & Ingots
  • Will: Beetles & Cloth
  • Clarity: Silkworms & Timber
  • Expertise: Mushrooms & Oil
  • Haste: Oily Fish & Timber
  • Savagery: Ore & Oil
  • Brutality: Wood & Ingots
For weapons, there will be a list of abilities for their class along with a cost. No more hunting for hours to find one specific ability that is a staple for your build.

Once players have finished with their runes, they are taken to the Modification menu! This is where they are able to add a modification to their gear. Modifications are the replacements for epic stats, and will be explored in detail later on.

Once players have finished modifying their gear and adding runes, they click next. This will take them to the final step - appearance.



Players scroll through their unlocked appearances and select whichever they desire for that gear. Once complete, they review and click finish. The gear has been made.

Stat Window

1553278444039.png

Once a piece of equipment has been made, players can right-click on it to open a set of options. This set includes the ability to re-stat the piece of gear or change its Mods. So players can continue to modify their gear at anytime they please. However, it will cost the same amount of materials as well as a gold fee to do so.

Types of Runes

Currently in the game the 3 main types of runes are: Augmentation runes, Reinforcement Runes and Feat Runes. In the proposed system we are scrapping Augmentation runes entirely. Now we are left with Reinforcement Runes and Feat Runes.

In the proposed system, Feat Runes will only be on the following pieces of gear:
  • Weapons: 8 slots
  • Trinket: 2 slots
In the proposed system, Reinforcement Runes, renamed to STAT RUNES, will only be on the following pieces of gear:
  • Hat: 5 slots
  • Chest Piece: 5 slots
  • Back: 5 slots
  • Gloves: 5 slots
  • Boots: 5 slots
Shields will have a passive rune, increasing block chance.

Gear Rarity & Sockets

With this system the rarity of a piece of gear is defined as follows:
  • Inferior: 0 Stat Runes
  • Common: 1 - 2 Stat Runes
  • Uncommon: 3 - 4 Stat Runes
  • Rare: 5 Stat Runes
  • Epic: 5 Stat Runes + Modified (more on modifying later)
  • Legendary: 5 Glistening Stat Runes + Modified (more on glistening later)
  • Masterwork: 5 Glistening Stat Runes + Modified + Branded (more on branding later)

How do Stats Work?

With the new system my goal was to simplify the understanding of the stat process. How does a gear's stat runes affect each individual stat? We will continue to use the points system, but rather than using thousands of points that scale as you level, we will instead use a range of 0 to 3. Each piece of gear can only hold one of a particular stat. So no duplicates! It won't be possible to have 2 Haste stat runes on gloves for example.
1553259866914.png
  • 0 points in a stat indicates you have none of that stat besides the base amount
  • 1 point in a stat (indicated by 1 bar in your character sheet) means you have a decent amount of that stat
  • 2 points in a stat (indicated by 2 bars in your character sheet) means you have a high amount of that stat
  • 3 points in a stat (indicated by 3 bars in your character sheet) means you have the max amount of that stat
Each stat rune on a piece of gear will add a number of points within a certain range to that specific stat. There are 13 stats total - the same amount we have in the regular game (Vitality, Haste, Brutality etc.). Remember, we are not counting epic stats. When a player adds a stat rune onto a gear, it will add any number between 0.75 and 1 points to that stat.

For example, a player may have a total of 3 Vitality runes all across their gear.
  1. The first adds 0.8 points
  2. The second adds 0.9 points
  3. The third adds 0.75 points
The player now has a total of 2.45 points (AKA 2.45 of the bar filled) for their vitality. If they added another vitality rune onto their gear, say for another .9 points, then it will reach the maximum and the excess will not help them in any way, so it is essentially partially wasted. Players will need to do some balancing and ensure none of their stat runes are wasted in such a manner, and the best way to do that is by grinding stat runes for specific point amounts.

So, let's do some math!

5 pieces of gear that can each hold a maximum of 6 stat runes. This means there are a total of 30 stat runes possible across all equipment.
13 stats total each with a maximum of 3 bars. This means there are a total of 39 bars that can be filled.

Now comes the hard part - balancing.

If each stat rune can add a minimum of 0.75 points, that means that the minimum amount of stats that a player can max out with each slot filled would be (0.75 points * 30 runes = 22.5 total points) and thus (22.5 points / 3 bars per stat = 7.5 stats maxed). So 7.5 out of 13 stats maxed out.

If each stat rune can add a maximum of 1 point, that means that the maximum amount of stats that a player can max out with each slot filled would be (1 point * 30 runes = 30 total points) and thus (30 points / 3 bars per stat = 10 stats maxed). So 10 out of 13 stats maxed out.

This means that players will have to re-roll and grind stat runes if they want to reach their maximum potential in terms of maxed stats. I know many folks dislike the luck factor - myself included - however, it is necessary to have some RNG elements within a crafting system in order to add some type of grind for those seeking to reach the limits. At least this way players can easily get the stats they require, it's just a matter of re-rolling stats until the player gets lucky enough for the +1. Personally, I feel this is a better alternative to crafting 30 pieces of equipment. Players just re-roll stats until they get the +1 point or however many points they desire. Is it grindy and luck based? Yes - but that is a necessary evil sometimes. On the bright side, players who don't care about being the absolute best can simply work with the stats they have and function perfectly fine. With all stat runes possible equipped, players will have at least 7.5 of their stats maxed - likely higher.

Leveling Up

In the current game, as you level up the amount of stat points needed will begin to increase, and it can be quite confusing to follow. In this system I have tried to simplify it.

Basically, for each level above your equipped gear, the piece of gear will receive a stat rune point deduction. This will grow exponentially.

If you are 1 level above your gear, the stat runes will receive a 0.02 point reduction. With maxed out slots at 1 point each this would take you from 10 out of 13 maxed stats to 9.8 out of 13 stats maxed out. This point reduction will double at each level.

At 2 levels above your equipment they will receive a 0.04 point reduction. From 9.8 out of 13 maxed stats to 9.6 out of 13.

As the level between the player and their equipment increases, the difference will become progressively greater, just as it works in live. Most notably, the gear itself will display what its point reduction is next to each stat so players are aware.

Outgrowing your gear and having to make a new set is a chore. There are ways to counteract this leveling drawback though!

Gear Enhancement

Don't confuse this enhancement with our current version. Same name, different concept.

Near the beginning of this post I mentioned how crafted gear would no longer be in intervals of 5 levels. Instead, they would be in intervals of 15 levels. This is to ensure that gear lasts longer than a few days. Many of you are probably thinking that the gear itself will become out-leveled very quickly, especially with the stat rune point reduction. However, that is what this system is for.

In this new system there is a gear progression mechanic. Essentially, players can 'feed' their gear other gear in order to rank it up - known as enhancement. A piece of gear can be enhanced a maximum of 15 levels. Each enhance rank will level the gear up by another level, which will basically nullify the stat rune point deduction penalty that is part of out-leveling your gear. Players drag and drop other gear that is within the same level tier (1-15, 16-30, etc.) and this will boost the enhancement bar on the gear being fed. Once the bar is filled, it will gain +1 level. The amount of gear needed to rank it up corresponds to the level of the actual rank. The first level requires 1 piece of gear, whereas the 15th level requires 15. This makes it so players can use their gear for a total of 15 levels without it becoming outdated. It also makes looting gear far more important. You can feed it to your desired gear to enhance it!

After the gear has gained its maximum of 15 enhancements, players will be unable to enhance it any further. Why 15 level intervals? It works perfectly with the crafting & gathering material interval. (Copper level 1, Tin level 15, Iron level 30 etc.) That means that there is 1 set of gear per material in the game. Gear cannot be enhanced past the level cap.

Once a gear has been enhanced a maximum number of times, if players want to continue growing with their equipment, they will have to reforge it.

Reforge

An important aspect of this system I wanted to focus on was attachment. Meaning, the actual player's attachment to their gear. Gear should be something that players grow alongside of, and not simply replace at each interval. That is where the reforge mechanic is useful. Reforging allows players to convert their current gear, into the next tier. This means that players will not have to design an entirely new set of gear from scratch if they do not wish to - they can simply reforge their current set so long as it meets the requirements.

The requirements for reforging a piece of gear are as follows:
  • The gear has been enhanced 15 times
  • The player lives in a Village with the appropriate crafting station at the appropriate rank
    • Rank 0: Reforge Gear level 1 to 15
    • Rank 2: Reforge Gear level 15 to 30
    • Rank 4: Reforge Gear level 30 to 45
    • Rank 6: Reforge Gear level 45 to 60
    • Rank 8: Reforge Gear level 60 to 75
    • Rank 10: Reforge Gear level 75 to 90
The process of reforging is relatively simple:
  1. Players approach a crafting station
  2. Within the crafting station is a button labeled 'Reforge'. Click it and the reforge window pops up
  3. Drop your selected gear into the slot. Gear must meet requirements to be able to be placed into the slot
  4. Reforging gear will cost the same amount & type of materials as if it had been made from scratch - Including sockets
Perks of reforging:
  • Save the time of creating new gear from scratch
  • Keep perks and attributes of your current gear set! For example, if it has been branded or made by an armor / weapon master, reforging will retain those attributes
  • Once a piece of gear has been reforged, players can begin enhancing it again - raising it to the next tier and reforging it again! This means players can keep a piece of gear from level 1 to 90 if they desired. Adding properties onto it as they go along

Looted Gear

Now that crafted gear is set up in such a way, what about dropped gear? Dropped gear will work much the same as before. Higher tiered rarities will drop from more powerful foes such as Elders and Zingara. Dropped gear will have a number of Stat Runes on them based on their rarity which was outlined earlier. Players can acquire dropped gear with plenty of stat runes and mix-and-match them via gnogmentation. You may be wondering, that if they can accomplish this without crafting, then why would anyone craft? The reason this system is set up this way is so that everyone, whether they craft or not, is able to acquire fully functioning gear. The purpose of crafting is to fine-tune the gear in such a way that is not possible via any other method. This will be further explored below.

Salvage

Salvaging works much the same way in this system, except it will also take into account the materials needed for any runes which were on the piece of gear.

Phase 2: Overhaul - Layer 2 - Customization

Glistening Materials

Part of this proposal is not only to provide crafters with additional customization options, but also to encourage them to explore the world more. Crafters who gather in their village will be able to collect materials just as before, but, crafters who dare to gather in combat zones will have a chance to come across Glistening Nodes.

Glistening nodes will appear randomly in the wild combat filled zones. A regular node may sporadically glisten for a limited period of time, and players can take advantage of this by gathering at this node. Players who gather at a glistening node have a chance to obtain glistening versions of whichever item that node originally dropped. This effect will only last a short duration though! So gather fast and obtain as many materials as you can. What can these glistening materials be used for?

Glistening materials, when used to add stat runes onto a gear, will increase the potential point threshold. So instead of 0.75 to 1 point, the stat runes will have their maximum threshold raise to 1.1. This means that the amount of stats which can be maxed by someone with fully glistening stat runes is 11.

This adds an entirely new element into the game, opening a market for these unique glistening materials. This is especially something worth pursuing for those who enjoy min-maxing, but it is definitely not something which can be accomplished easily. It is an extra layer for the players seeking to reach their maximum possible potential, but unnecessary for those simply seeking to wear high quality gear.

Glistening materials can also be refined into glistening versions of their refined counterparts. (Glistening Ingots, Glistening Timber, Glistening Oil, Glistening Cloth). These refined materials are used for special high quality recipes.

Gear Modifications

Formally known as Epic Stats. Each piece of gear can hold a single modification. Modifications, just like epic stats, will will focus on promoting specific play-styles. Gear modifications can be attached to gear similar to stat and ability runes and also swapped around via gnogmentation. When creating gear, players will have the option to select a modification to attach out of their available options. They can also access and change the mod at any time - for a cost. The equipment itself determines which type of modification it can hold.

The cost of adding a Mod is gold, refined materials, a socket and monster parts! Rather than sockets being needed for stat runes, they are instead needed to add modifications. Monster parts were brought back because they add another aspect of depth to the crafting system, and connected loot to crafting. Unlike stat runes, Mods do not follow a point system. Once you apply a mod, you get exact numbers.

The following is the type of mod that each gear can hold as well as the costs:
  • Hat: Mana Mod
    • Cost: Oil, magic dust from magical creatures & 1 socket
  • Chest Piece: Defense Mod
    • Cost: Ingots, scales from reptilian creatures & 1 socket
  • Back: Health Mod
    • Cost: Oil, bones from undead creatures & 1 socket
  • Gloves: Speed Mod
    • Cost: Cloth, fur from mammal creatures & 1 socket
  • Boots: Critical Mod
    • Cost: Timber, fangs from carnivorous creatures & 1 socket
  • Weapon: Damage Mod
    • Cost: Timber, tusks from horned creatures & 1 socket
  • Shield: N/A
  • Trinket: N/A
Our current epic stats would be categorized based on the types above, and would be available in that pool of mods for players to choose from. Additionally, many more mods would be added to the game.

Below is a list of the modifications based on category as well as their availability. 5 mods per category. All the former epic stats have been converted to Modifications, and new ones have been added:
  • Mana Mods
    • Flux: Available to all (Increases ability power after spending 1,500 mana)
    • Surge: Available to all (Enter a surge period after a critical strike, where all abilities cost 0 mana for 3 seconds)
    • Reserves: Available with Modification specialization (details in a later section)
    • Refreshed: Available with Modification specialization (details in a later section)
    • Limits: Loot exclusive (details in a later section)
  • Defense Mods
    • Shielding: Available to all (Provides a shield when not in combat)
    • Risen: Available to all (Gain a charge every-time you are stunned or crushed. After 5 charges, become immune for 20 seconds)
    • Fortify: Available with Modification specialization (details in a later section)
    • Barriers: Available with Modification specialization (details in a later section)
    • Reflection: Loot exclusive (details in a later section)
  • Health Mods
    • Lifesteal: Available to all (Each attack has a chance to return a portion of the damage as healing)
    • Poise: Available to all (Deal bonus damage when above 95% health)
    • Leech: Available with Modification specialization (details in a later section)
    • Bolster: Available with Modification specialization (details in a later section)
    • Buffer: Loot exclusive (details in a later section)
  • Speed Mods
    • Glory: Available to all (Killing an enemy gives a charge of glory. At 5 charges deal bonus ability power)
    • Foresight: Available to all (When more than 5 abilities are on cool-down, gain increased attack speed for 5 seconds)
    • United: Available with Modification specialization (details in a later section)
    • Pacing: Available with Modification specialization (details in a later section)
    • Ruthless: Loot exclusive (details in a later section)
  • Critical Mods
    • Berserk: Available to all (Go berserk, gaining additional ability power, after being hit 30 times)
    • Voidstrike: Available to all (Each attack has a chance to provide a voidstrike charge. The next attack ignores the enemy's defenses.)
    • Wrath: Available with Modification specialization (details in a later section)
    • Tactician: Available with Modification specialization (details in a later section)
    • Ranger: Loot exclusive (details in a later section)
  • Damage Mods
    • Blasting: Available to all (Damage done to you has a chance to trigger an outwards blast of damage)
    • Onslaught: Available to all (Deal bonus damage to enemies above 95% health)
    • Overpower: Available with Modification specialization (details in a later section)
    • Virus: Available with Modification specialization (details in a later section)
    • Unlimited: Loot exclusive (details in a later section)

Feat Modifications

This is where some more fine-tuning and customization come into play. As of now, players of the same specialization are very similar to each other. They have the same abilities and most of the same stats. This leads to combat system with little differentiation between specializations. Feat Modification is part of the solution to this issue. Feat Modification allow players to individualize themselves, and pursue a specific path for their build. When players enter the Rune window for their weapon (where all their abilities are located), they can select one of the equipped feat runes and select the option to modify it. That will bring up the following window:


This is where players can customize specific feat runes to their liking. In the example above, the Thunderbolt rune is currently being modified. There are 3 different options that a player can select from, each representing a different build style. Once a player has selected their choice they can accept it and modify that ability. This will cost monster parts, a socket and gold. Some possible paths for the specific ability mentioned above are:
  • Defensive Role: Thunderbolt lowers the threat generation of all allies within its range for a certain duration
    • Cost: Ingots, scales from reptilian creatures & 1 socket
  • Damage Role: Thunderbolt deals bonus damage for each enemy within its bounds
    • Cost: Timber, fangs from carnivorous creatures & 1 socket
  • Support Role: Thunderbolt increases the mana regeneration of each ally within its bounds for a short duration
    • Cost: Oil, bones from undead creatures & 1 socket
Players can only have 1 option equipped per rune. However, they can change their decisions in the future - for a cost.

As can be seen, gear and feat modification is all about player customization, and the costs are more complex and challenging than stat runes. This is because they are part of the 2nd layer of the gear system. Not as necessary, but rewarding for those who put in the effort.

RNG - Boss Loot

Part of a proper loot system is for bosses to have a chance to drop premium loot. In our current loot system, nothing besides epic gear is very exciting to find. Bosses need some interesting and exclusive loot drops to promote elder runs and group content such as dungeons.

One of the rare items which can be dropped from bosses or zingara are exclusive mods. A total of 6 (1 for each category) are available as loot exclusives. A loot exclusive mod has a chance to come attached to any dropped gear of epic rarity or higher, and can be gnogmented onto the player's gear of choice. Below is a list of those mods. Note that the type of equipment it will come attached with corresponds to the earlier list above:
  • Overload: (Mana Mod) Do not spend mana while in combat to charge up the power of your next ability. Maximum charge time: 10s
  • Reflection: (Defense Mod) After each hit gain a reflection charge. At 5 charges the next 5 hits will have a portion of the damage reflected
  • Buffer: (Health Mod) When healed, your next attack deals bonus damage equal to the amount of health restored
  • Ruthless: (Speed Mod) Gain a 10% run speed boost after each kill. 25% speed boost if the final strike was a critical hit.
  • Ranger: (Critical Mod) As the distance between you and your foe grows, so does your critical damage
  • Unlimited: (Damage Mod) Ability power increases the more enemies are around you
Looted weapons from powerful foes also have a chance to come with feat runes which have already been modified - saving players the time and cost from doing so themselves if they are able to find one.

Additionally, bosses have a chance to drop Artifacts. There are 4 Artifacts for a complete set, and once all 4 are collected and combined, they are converted into an appearance pack. The type of artifacts that drop are dependent upon the boss itself. This will promote boss farming to collect premium appearances!

Lastly, Tier 3 bosses (elders, dungeon bosses etc.) have a chance to drop Fragments - which is the replacement for Elder gear & drops. This will be explored further in a later section.

Phase 2: Overhaul - Layer 3 - Specialization

Specializations

Crafting specialization is an important part of a healthy economy and injects player choice and interaction into the crafting system. The current specializations are good, but also leave something to be desired. It's great armor masters have a 15% chance to craft an epic item, but it is fairly easy to get epic gear from dungeons and elders anyways.

In the system proposed below, not only are those that specialize useful, but they can actually follow a progression path of their own! Each specialization has tiers, that players can slowly advance through. This will create a crafting hierarchy, and truly encourage players to continue honing their skills and pursuing their specific trade. Those who put in the most time and effort will reap the rewards and make a name for themselves in the crafters market.

Production Master: Production Master's are excellent at quickly manufacturing gear with as little resource and currency cost as possible. If you are seeking to find a quick set of gear, then locate a production master!
  • Production Master I
    • Lowers material and gold cost of crafted gear by 15%.
    • Costs 100,000 charter tokens
  • Production Master II
    • Lowers material and gold cost of crafted gear by 17.5%
    • Gear & Feat Modifications now also have their cost reduced.
    • Costs 150,000 charter tokens
  • Production Master III
    • Lowers material and gold cost of crafted gear by 20%
    • Gear & Feat Modifications now also have their cost reduced.
    • Gear created by this crafter, when used as food for other gear, will enhance twice as fast. (EX: Last rank requires 8 instead of 15 enhances)
    • Costs 250,000 charter tokens
  • Total
    • The total amount of tokens needed to become a Tier 3 production master would then be: 500,000 charter tokens
Modification Master: Modification Masters gain all new modifications which can be applied to gear. If you are looking for different types of mods, then modification masters are the people to look for.
  • Modification Master I: Unlocks the following epic runes. -Costs 100,000 charter tokens
    • Overpower: (Damage Mod) AoE attacks deal greater damage the more enemies are within its radius
    • Virus: (Damage Mod) DoT attacks have a faster tick speed as the enemy's health decreases
    • Fortify: (Defense Mod) Have a chance to gain a shield whenever an enemy critically strikes you
    • Barriers: (Defense Mod) All detrimental status effects applied to you (poison etc.) have reduced duration.
  • Modification Master II: Unlocks the following epic runes. -Costs 150,000 charter tokens
    • Reserves: (Mana Mod) Mana regeneration increases the longer you remain in combat.
    • Refreshed: (Mana Mod) Reduced mana costs when mana is above 90%
    • Leech: (Health Mod) When you kill an enemy, regain 5% of your total health
    • Bolster: (Health Mod) Health regeneration is increased when shielded
  • Modification Master III: Unlocks the following epic runes. -Costs 250,000 charter tokens
    • Wrath: (Critical Mod) Critical hits have a chance to proc additional ability power damage.
    • Tactician: (Critical Mod) Gain increased critical strike chance when striking an enemy from behind.
    • United: (Speed Mod) Attack speed is increased slightly for each nearby ally
    • Pacing: (Speed Mod) Ability cool-down decreased if the player moves while fighting
  • Total
    • The total amount of tokens needed to become a Tier 3 armor master would then be: 500,000 charter tokens
Armor Master: Armor Masters gain special perks for any piece of armor they create. If you are seeking the best armor, look no further.
  • Armor Master I
    • Armor stat runes made have a minimum point threshold of 0.8 instead of 0.75
    • Costs 100,000 charter tokens
  • Armor Master II
    • Armor stat runes made have a minimum point threshold of 0.825
    • An additional modification slot is unlocked on armor pieces that you craft
    • Costs 150,000 charter tokens
  • Armor Master III
    • Armor stat runes made have a minimum point threshold of 0.85
    • Unlocks the Armor Equipment Brand recipe. (More on that later)
    • Costs 250,000 charter tokens
  • Total: The total amount of tokens needed to become a Tier 3 armor master would then be: 500,000 charter tokens
Weapon Master: Weapon Masters gain special perks for any weapon they create. If you are seeking the best weapons, look no further.
  • Weapon Master 1
    • Weapon ability runes have their cost reduced by 20%
    • Costs 100,000 charter tokens
  • Weapon Master II
    • An additional modification slot is unlocked on weapons that you craft
    • Costs 150,000 charter tokens
  • Weapon Master III
    • Unlocks the Weapon Equipment Brand recipe. (More on that later)
    • Costs 250,000 charter tokens
  • Total: The total amount of tokens needed to become a Tier 3 weapon master would then be: 500,000 charter tokens
Potion Master: Potion Masters would still exist, but since they do not have to do with gear, I will not go into detail.

Preparation Master: Removed

Gear Renown & Branding

As explained above, Rank 3 armor and weapon masters unlock an Equipment Brand recipe. Equipment Brands can be attached onto a specific piece of gear of epic quality in order to Brand it. Equipment Brands must be crafted, and require glistening refined materials. Weapon Equipment Brands require glistening timber and cloth, whereas Armor Equipment Brands require glistening ingots and cloth. Glistening refined materials are created by refining glistening gathered materials such as ore or wood - so they are very difficult to create. Once the Equipment Brand has been made, it can be dragged and dropped onto the gear item. (Note that anyone can do this step, not just the armor or weapon master)

Branding also has a high fail rate. This is done for balancing purposes, otherwise, branded gear would become too common as to diminish its exclusivity. There is only a 10% chance of a successful branding when using an Equipment Brand. If it fails, the Equipment Brand is destroyed, and the crafter must try again by making another.

Gear that has been branded successfully is able to gain Renown. Renown means that the gear gains experience and earns properties based on the feats that has been completed with it. For example, defeating 100 zingara with a weapon may grant it a perk which makes it grant higher quality loot from zingara kills. This opens an entirely new market where crafters construct and brand excellent gear and combat players increase its renown before selling them. Some additional feat and perk examples are:
  • Zingara Seeker
    • Slay 50 zingaras: 5% increased chance of dropping epic gear
    • Slay 100 zingaras: 10% increased chance of dropping epic gear
    • So On: And so on and so forth
  • Elder Vanquisher
    • Slay 50 Elder Bosses: 5% additional chance to drop a fragment on kill
    • Slay 100 Elder Bosses: 10% additional chance to drop a fragment on kill
    • So On: And so on and so forth
  • Monster Slayer
    • Slay 100 skeletons: 5% increased chance of dropping an additional monster part
    • Slay 100 wolves: 5% increased chance of dropping an additional monster part
    • So On: And so on and so forth, will all the different enemy types
As achievements are completed, the Renown of the gear will improve. The Renown is displayed on the gear itself.

Gear Sets

Gear Sets are the next step towards customization and allow players to pursue a specific play-style of their choice. Gear does not need to belong to a set, but for those who choose to do so, they will gain additional perks on their gear.

A specific set can be added to gear of epic quality or higher by using Fragments dropped rarely from Tier 3 bosses (elders, dungeon bosses etc.). Elders will no longer drop crests, ethers etc as Elder gear no longer exists. Instead, these Tier 3 bosses have a small chance to drop a Fragment. This Fragment will correspond to the species of the boss, similar to how Zogs work. This means that players will need to farm specific Tier 3 bosses in order to gain the Fragments they desire.

Players can drag and drop these Fragments onto 6 possible pieces of gear (Hat, Armor, Gloves, Boots, Back, Weapon) and that piece of gear now belongs to the set that the Fragment represents. Fragments can be replaced, but the original will be destroyed when replaced with a new one. Fragments do not need to be upgraded. Example Fragments include Dragon, Golem, Spider etc. Each of them belonging to that monster's set.

When a player equips multiple pieces of gear of the same set, they earn set bonuses. Set Bonuses will amplify the play-style that they represent. The more gear that has the same set, the greater the yield.
  • Set Bonus I: 2 items of the same set
  • Set Bonus II: 4 items of the same set
  • Set Bonus III: 6 items of the same set
Players can mix and match sets for example, have 2 pieces of gear of the Spider Set to earn the Spider Set Bonus I, and the remaining pieces having the Dragon set, earning the Dragon Set Bonus II

Set Bonuses are all proc based. Meaning, that they have a chance to trigger when something occurs. Each subsequent set bonus will compound with the previous proc. Below are some example set bonuses.
  • Set of the Golem: Gained from imbuing gear with Golem Fragments, dropped from Tier 3 Golem bosses
    • Bonus 1: Player has a 0.5% chance of forming a stone shield upon being hit
    • Bonus II: Player has a 0.75% chance of forming a stone shield upon being hit. Players have a 0.5% chance of reflecting the next attack upon forming a stone shield
    • Bonus III: Player has a 1% chance of forming a stone shield upon being hit. Players have a 0.75% chance of reflecting the next attack upon forming a stone shield. If the hit was reflected, players have a 0.5% chance of healing for the amount of damage reflected
  • Set of the Dragon: Gained from imbuing gear with Dragon Fragments, dropped from Tier 3 Dragon bosses
    • Bonus 1: Players have a 0.5% chance of inflicting burning damage to an enemy upon each hit.
    • Bonus II: Players have a 0.75% chance of inflicting burning damage to an enemy upon each hit. Burned enemies have a 0.5% chance of spreading the effect to nearby foes
    • Bonus III: Players have a 1% chance of inflicting burning damage to an enemy upon each hit. Burned enemies have a 0.75% chance of spreading the effect to nearby foes. Nearby foes who have been burned have a 0.5% chance of losing magical resistance
  • Set of the Spider: Gained from imbuing gear with Spider Fragments, dropped from Tier 3 Spider bosses
    • Bonus I: Players have a 0.5% chance of webbing an enemy upon stunning them
    • Bonus II: Players have a 0.75% chance of webbing an enemy upon stunning them. Webbed enemies have a 0.5% chance of being poisoned over 5 seconds.
    • Bonus III: Players have a 1% chance of webbing an enemy upon stunning them. Webbed enemies have a 0.75% chance of being poisoned over 5 seconds. Poisoned enemies have a 0.5% chance of being slowed once the effect has expired.
Essentially set bonuses provide boosts and additional perks to players that align with the play-style their gear represents. There are many different set bonuses, one for each monster species within the game. The purpose of these bonuses is for players to augment their play-style, promote RNG boss farming, injecting the economy with new rare items (Fragments), and provide further gear customization.

Putting it all Together

Trading

What would be the point of putting together all of this great gear if we cannot trade it? I suggest that all gear be tradable! Whether or not we have worn it. The reason gear cannot be traded is due to a potential exploit where players create new characters, get free sockets, create gear and trade it to their main character.

However, with the amount of work it would take to make solid equipment in this setup, I believe that restriction is no longer necessary. Gear should be freely tradable, whether or not it has been socketed, gnogmented, or worn. It will make a massive difference in the economy.

Overview

Layer 1: This layer is all about creating and maintaining base gear. Players can either craft gear with specific abilities and stat runes via the crafting system, or find dropped loot and combine them together via gnogmentation to achieve the same result. Players can re-roll stats to gain higher point values on their runes, effectively increasing the amount of total stats they can max out. Players can enhance gear a maximum of 15 times, by feeding it other gear. This will level the gear up so that players do not outgrow it. Lastly, players can reforge their equipment - bringing it up to the next tier while retaining its perks.

Layer 2: This layer is all about additional customization, for players seeking to put more time and effort into fine-tuning their equipment. Players can add modifications onto their gear and feats. These modifications promote specific play-styles that players can focus on. Players can also farm enemies for appearance packs and exclusive mods. Lastly, players can obtain glistening materials, which are rare items used for crafting stat runes and gear with special properties.

Layer 3: Layer 3 focuses on specialization. Crafters can take the extra step to maximize their gear to its full potential and hone in on a certain path. Crafters who earn charter specializations can create unique mods, custom armor & weaponry and even create equipment brands. Branded gear gains properties when players use them to complete achievements. Lastly, players can imbue their gear with a specific gear set, by obtaining fragments from tier 3 bosses.

That is my take on how I wish for the gear system would be designed. I would love to hear other's opinions and suggestions.
 
Characters
BashaDrake, Elmeti, Knytro
Platform
Android
#2
This is a well thought out idea and definately addresses my main problem with current crafting...the complete randomness. However there are 2 things I have concerns with. The first is cosmetic....I like headwear. I want the option to have a hat or helm in addition to wings.
The second is more problematic....Specialization. With your system it doesnt exist, making everyone their own crafter, and killing any possibility of having a player crafter character. Perhaps there could be some additional benefit that players that choose to Specialize can earn without making other crafted gear sub par?
 
Platform
PC
#3
Of all the changes we could make to the game changing the crafting system is the most vital and imperative to our long term success. So many players hate the current system and are playing in spite of it, not because of it. As soon as they are max combat they are usually gone and the ones that stay only linger for friendships and the hope that someday things will get better. This improved crafting system would spark a much greater interest in the game and player retention would be dramatically improved. Gear crafting essential and deserves a well thought-out and balanced system. You have provided us with that here.
 

Dawnfire

Great Adventurer
Characters
Athon Stormborne
Platform
Android, PC
#4
The current crafting system is plagued by quite a few things as others have already said, and this would really solve the problem while introducing more depth to it. My only question is (unless I misunderstood) is regarding the gear leveling up. Let's say I craft a level 1 armor set, rank it up till level 14, then get the next set. I rebirth at some point and now I have a level 1 armor set with the power of a level 14. Wouldn't it be imbalanced this way? I'd prolly enforce some scaling on it that the gear even if it's level 14, it scales to your level, reaching its peak at level 14.

Otherwise superb ideas, would really love to see this in some form in game
 

LadyNirvana

Grand Priestess
Platform
Android
#5
Вы, ребята, сумасшедшие? Ого, здесь чат не работает, интерфейс группы ужасный (окна чата закрыты), нет списка онлайн, нет списка гильдий, нет рейтинга гильдий и игроков (в игре), Количество перерождений на андроид версии владельца дома, вы не можете переименовать курицу. Не показывает бонусы царства при создании персонажа, а вы хотите ТАКОЕ? ^^:D:D:D
 

Dawnfire

Great Adventurer
Characters
Athon Stormborne
Platform
Android, PC
#6
Are you guys crazy? Wow, the chat is not working here, the group interface is terrible (chat windows are closed), there is no online list, there is no guild list, there are no guilds and players rating (in the game). Does not show kingdom bonuses when creating a character, and you want SUCH

^^:D:D:D
For those who are not fluent russian. I think when we post in a suggestion thread we are meant to be constructive, add new opinions, discuss whatever intrigues you. I'm going off topic with this, but please if you actually want your voice to be heard use english in this part of the forum and be constructive, not mocking
 

LadyNirvana

Grand Priestess
Platform
Android
#7
For those who are not fluent russian. I think when we post in a suggestion thread we are meant to be constructive, add new opinions, discuss whatever intrigues you. I'm going off topic with this, but please if you actually want your voice to be heard use english in this part of the forum and be constructive, not mocking
Im sorry, my translator failed. I really liked the topic and I made a like. But it seems to me that such a strong remastering is very difficult for an otter. I propose to make more simple and basic elements of the interface .
 
Likes: Dawnfire
Characters
Layla Littlenymph
Platform
PC, Steam
#8
...it seems to me that such a strong remastering is very difficult for an otter. I propose to make more simple and basic elements of the interface .
When it comes to gear, "simple and basic" changes would be akin to slapping a bandaid onto a sucking chest wound after the patient has already died. When SKAAVVEEK suggests outright scrapping major aspects of the current system, I do not feel he is being the least bit extreme. Starfall was one of the best and most certainly the worst things to ever happen to this game. While it revitalized combat and added a layer of complexity and diversity that many serious gamers wanted, the diversity is forced by randomization and complexty ceases to be a good thing when it enters the realm of needlessly over-complicated.

I very much like this company, this community, and this game, but if there is one aspect of it I truely despise, this is it. I'm going to borrow from the comments made by Kitty, because I could not have said it any better.
"So many players hate the current system and are playing in spite of it, not because of it."
This is me, in a nutshell. There is no art nor skill required to produce top gear. It's simply a matter of grinding out enough pieces of it to meet the required minimums. Even then, I could perhaps live with it were it not for the total randomness. Only in V&H does a crafter have no idea what they are about to produce until such time as they have produced it.

There would be outrage from players that have invested a lot of work into the new gear system should it be scrapped, just as there was outrage when it was introduced. That's a sad thing, but for the future good of the game, it needs to be done. There is no fixing it. It needs to be rethought from the ground up.
 

SKAAVVEEK

Adventurer
Royal Guardian
Characters
See Signature
Platform
PC
#9
Since I created this thread months ago, I was never truly satisfied with where I left it. I always intended to go back and modify the thread, but never got around to it until recently.

The original post of the thread has now been entirely modified - almost tripling in size with additional details and refinement.

I will also take a moment to address some of the initial feedback I received when the thread was first created.

However there are 2 things I have concerns with. The first is cosmetic....I like headwear. I want the option to have a hat or helm in addition to wings.
That was an oversight on my part, and has been address. Hats are back!

The second is more problematic....Specialization. With your system it doesnt exist, making everyone their own crafter, and killing any possibility of having a player crafter character. Perhaps there could be some additional benefit that players that choose to Specialize can earn without making other crafted gear sub par?
I have added a whole new specialization section, thank you for the feedback!

My only question is (unless I misunderstood) is regarding the gear leveling up. Let's say I craft a level 1 armor set, rank it up till level 14, then get the next set. I rebirth at some point and now I have a level 1 armor set with the power of a level 14. Wouldn't it be imbalanced this way? I'd prolly enforce some scaling on it that the gear even if it's level 14, it scales to your level, reaching its peak at level 14.
You are right! I have modified the gear progression system to be more balanced, thanks for the feedback!
 

Dawnfire

Great Adventurer
Characters
Athon Stormborne
Platform
Android, PC
#10
You sure added quite a bit to it, I went through it. This would deserve a single expansion in itself. Overall superb work, it's pretty well thought out and explained, so I'll just address the parts that I see some flaws in.

1) Shields: Currently two classes have access to them, yet you used it in the calculations for stat runes. This means Hunters, Wizards and Two-handed Warriors have less ways to maximize their stat points. I think a possible solution to this would be to keep Shield's stat slots to 2 as it is now or add something else in the Shield slot for other classes as well.

2) Crafting Specializations: How do Glistening materials interact with crafting specializations? You mentioned that specs craft at an increased stat rate, how does that fit into the 1.0-1.1 range of glistening mats? Would it increase both min and max range of it, or has no effect on it at all?

3) Branding: I might missed this but can you brand a gear multiple times? Or are you restricted to one branding per gear?

4) Reforging: As I understand the cost is the same as crafting anew. So basically this is pretty much only good if you don't plan rebirthing at all, because if you reforged your gear every 15 levels you would end up with a single set in the end. While it saves inventory space and some time, I feel like crafting from a scratch is much more beneficial. Which leads me to my next point.

5) Enchantment: Enchantment in itself is good, the motivation behind it is my issue. The gear you have grows weaker the higher level you are. Now the monsters you fight get stronger as you level up, so naturally that in itself should make your gear less useful for your level. Imposing a further punishment in the form of reducing your stat effectiveness on your gear seems wrong. The other big issue with this is yet again rebirth. Basically if you rebirth you want to have a set of gear every 10-15 levels. With the proposed system the optimal way for this would be to craft gear from scratch and keep it enchanted, then reforged (or crafted anew). At the next rebirth you have to start over again, because the gear you used is always at the highest level of your tier (at level 1, it's level 15, at level 16 it's level 30, etc.). You could use gear every 10 levels (so no enchanting and level 1, 10, 20 etc), but that means you'll be playing with penalty all the time. And crafting anew will cost sockets, gold and materials which will certainly add up over the course of 5 rebirths. My solution to this would be yet again to simply enforce a level scaling to an enchanted gear (or have a special rune attached to it), so that it levels up with you till it's maximum. This would mean enchanting is still beneficial, and you don't get penalized for not having a single piece of gear for every single level (or just recrafting everything after every rebirth)
 

SKAAVVEEK

Adventurer
Royal Guardian
Characters
See Signature
Platform
PC
#11
You sure added quite a bit to it, I went through it. This would deserve a single expansion in itself. Overall superb work, it's pretty well thought out and explained, so I'll just address the parts that I see some flaws in.

1) Shields: Currently two classes have access to them, yet you used it in the calculations for stat runes. This means Hunters, Wizards and Two-handed Warriors have less ways to maximize their stat points. I think a possible solution to this would be to keep Shield's stat slots to 2 as it is now or add something else in the Shield slot for other classes as well.
Thanks for taking the time to read and provide feedback!

Regarding shields, that was a mistake and has now been fixed. Shields should not have been given stat runes, instead they will simply have a passive rune that increases block chance.

Now there are 5 types of gear that can hold 6 stat runes each (bumped up from 5)

How do Glistening materials interact with crafting specializations? You mentioned that specs craft at an increased stat rate, how does that fit into the 1.0-1.1 range of glistening mats? Would it increase both min and max range of it, or has no effect on it at all?
Ah I had not considered that, thanks for pointing it out!

I have altered the glistening materials such that they increase the maximum threshold only - and the armor specialists increase the minimum.

3) Branding:I might missed this but can you brand a gear multiple times? Or are you restricted to one branding per gear?
A gear can only be branded once - but branding will enable the gear to gain all perks possible from the achievements.

4) Reforging: As I understand the cost is the same as crafting anew. So basically this is pretty much only good if you don't plan rebirthing at all, because if you reforged your gear every 15 levels you would end up with a single set in the end. While it saves inventory space and some time, I feel like crafting from a scratch is much more beneficial. Which leads me to my next point.
The main point of reforging would be to keep special gear intact. For example, if you have a level 60 piece of equipment, that was created by an armor master and has been branded / has perks - then you may wish to reforge it into the next tier (75) rather than creating the level 75 tier from scratch. Either way would be possible though.

5) Enchantment:Enchantment in itself is good, the motivation behind it is my issue. The gear you have grows weaker the higher level you are. Now the monsters you fight get stronger as you level up, so naturally that in itself should make your gear less useful for your level. Imposing a further punishment in the form of reducing your stat effectiveness on your gear seems wrong.
Ah, that penalty is actually how it works on live as well, this was my attempt at mimicking its functionality. For example, on live as you level up, your attack and defense rating will automatically reduce, even if you do not change your gear. This is because the amount of stat points needed to reach the stat numbers you had at the previous level has increased.

Rather than increasing the amount of stat points needed, I preferred to keep mine at the same range, and instead added a point deduction penalty as an alternative. It will produce the same result, just in a different way. If there was no stat penalty as you leveled, you would actually be just as strong wearing level 30 gear against level 30 foes, as you would be were wearing 30 gear against level 75 foes.

The other big issue with this is yet again rebirth. Basically if you rebirth you want to have a set of gear every 10-15 levels. With the proposed system the optimal way for this would be to craft gear from scratch and keep it enchanted, then reforged (or crafted anew). At the next rebirth you have to start over again, because the gear you used is always at the highest level of your tier (at level 1, it's level 15, at level 16 it's level 30, etc.). You could use gear every 10 levels (so no enchanting and level 1, 10, 20 etc), but that means you'll be playing with penalty all the time. And crafting anew will cost sockets, gold and materials which will certainly add up over the course of 5 rebirths. My solution to this would be yet again to simply enforce a level scaling to an enchanted gear (or have a special rune attached to it), so that it levels up with you till it's maximum. This would mean enchanting is still beneficial, and you don't get penalized for not having a single piece of gear for every single level (or just recrafting everything after every rebirth)
Yes rebirth is always the most difficult system to work around for this design. I will consider some more and get back to you on the rebirths

Thanks yet again for your insights :D
 
Likes: Dawnfire
Platform
PC
#12
I did not complete the read myself but I read a good bit and it looks pretty cool. I think first you have to fix the mindset of the staff before they can fix itemization. But I will note here after much experience in various complex rpg and mmo's my opinions. Here are a few things I think make a game fun and not fun.

#1 Best gear can only be obtained through crafting = Not Fun.

#2 Giving out best possible gear on a Calendar and in giveaways and in compensation (legendary weapon/rings/amulet ) packages (when things go bad) = Not Fun.

#3 Best gear can be obtained in the wild and enhanced with crafting = Fun
And we could have that right now (In a very elementary stage anyway) But we don't even have that due to #2 above.
In my view they destroyed the itemization fun long ago with #2. Not even allowing items to drop as Legendary just so they can have a gift to give us and be praised for it. And then the rest of the community is like ohh you guys are so great. For what, taking away our adventure? Ok whatever....
That's how I see it, and I see the truth in my eyes and I'm sticking to it/ But I am one of those that hate games that either have gear in an item shop, or giveaways of things not available in the game (cosmetics fine) but, THE ITEM HUNT is a big part of the ADVENTURE... I mean come on, don't take away the item hunt.. and then hand it to us on a silver platter.. How many times do I have to say why? And I have said it before, and never a good answer, silence.

#3 More Categories of rarity: As the OP mentioned. I like Common, Uncommon, Rare, Epic, Legendary, Fabled, Mythical = Fun.
I would use the name Masterwork as a sub name, indicating it has been well crafted.
Crafting quality: Roughly Crafted, Nicely Crafted, Well Crafted, Masterwork.

#4 Just allowing very rare Legendary at least would = Much more fun. They could at least give us that.. makes no sense to me.
 
Characters
Kookaburra, Kooky
Platform
PC
Last edited
#13
#1 Best gear can only be obtained through crafting = Not Fun.
Remember it is called "VILLAGERS and Heroes" not "HEROES"
In the old days, a crafted weapon gnomated with elder gear and maybe some special drop was the top of the line. Now, crafted gear is almost worthless for up and coming players. It is so easy to craft gear that it can't add much to your player stats because everyone can get it with 2 minutes work.

I miss the old days when gear was hard to make - our guild/village had specialists in each kind of gear and they built for a lot of players as they leveled up. We had guild events to make the refined mats for the crafters. It gave a great teamwork effect and as I leveled in crafting I was happy to make gear for lower level players because crafting gear was a great way to level skills.

I actually think the pendulum has swung too far to the pillaging end of the spectrum. Not that I dislike pillaging, it was just nice to have a real reason to build gathering and crafting skills. Staying in my village and making stuff is a relaxing way to spend time.

Oh, and on a semantic note, you say:
I see the truth in my eyes and I'm sticking to it
when actually what you see is your opinion. A fact is provable and not determined by the observers perspective. People should not argue with your opinion - you are entitled to any opinion you want. But with facts there is a lot of room for disagreement.
 

SKAAVVEEK

Adventurer
Royal Guardian
Characters
See Signature
Platform
PC
#14
I did not complete the read myself but I read a good bit and it looks pretty cool. I think first you have to fix the mindset of the staff before they can fix itemization. But I will note here after much experience in various complex rpg and mmo's my opinions. Here are a few things I think make a game fun and not fun.

#1 Best gear can only be obtained through crafting = Not Fun.
I personally think crafting should play a major role in the development of quality gear - otherwise it would serve no purpose. A good synergy between crafting and combat based systems will create a solid gear system, and is something I tried to adhere to when creating the OP.

#2 Giving out best possible gear on a Calendar and in giveaways and in compensation (legendary weapon/rings/amulet ) packages (when things go bad) = Not Fun.
I agree with this. Is it a nice gift? Indeed. But it also takes something away from the players as well. The purpose of attempting to acquire those items ourselves, within the actual game.

#3 Best gear can be obtained in the wild and enhanced with crafting = Fun
Certain components necessary in order to construct the best gear should include combat / loot systems. Farming bosses or zones for rare drops is something I have never once done in V&H with the current loot / gear system.

Thanks for reading the thread and contributing to the discussion!
 
Characters
Tiffa, CyberElf
Platform
Android, PC
#15
How about adding Equipment modifications for Dropped Equipment have it simular to Gnongmenting where you can take 2 pieces of Equipment and modify them into 1 piece of equipment. The difference would be you would be able to select the indivigual stats of the equipment. You would be able to increase the stats to a degree as well as upgrade the type from common to rare to Epic by spending Gold and materials to do so. I think this would help players who don't like the hours of gathering and grafting required to make great equipment. There would have to be set limits to the upgradability, so the game would not become unballanced. Having specific quest to learn to modify each equipment type ( Armor, belts, shields, rings, etc....) could help make crafting more fun.
 

Zazie

BRA Member
Royal Guardian
Characters
Zazie, Shiny, Skip, Auntie
Platform
PC
#16
Farming bosses or zones for rare drops is something I have never once done in V&H with the current loot / gear system.
I've spent hours on end and many, many luckiniums farming for drops with the current system. However, it's NEVER been for rares! Those drop steadily for me, on ordinary runs. If I change my house perk and use a treasure dram, I get rare classless trinkets and rings up the wazoo. My most challenging hunts have been primarily for loot-drop-only weapon runes that are the exact level as the crafted weapon, after leveling up past the level of the weapon, when a dungeon run that has the chance to give you a weapon means that the quest reward no longer matches the level of the crafted weapon. (Why would I want to gnog together two items of different levels, when I plan to store this item in one of my ever-increasing number of vaults, and reuse this weapon after every single future rebirth? I don't feel that it's fair to expect players to constantly buy more vaults and more sockets! It's either one or the other, and there's a saturation point involved that's unique to each toon. When you have 4 toons, it's as if they each have a set, long-term "allowance." If I'm spending any sockets on an item, I only want to spend a set amount of sockets on it just once! I don't want to have to spend an additional socket later on down the line to replace an existing rune with a stronger version, or to replace one reinforcement rune with a different one, after a Starfall-like, game-changing build.)

You know how it is. I had it happen just a few weeks ago on my lightning warrior. She was level 68 or 69, and yet was still using a lvl 61 sword, even though she had a bunch of 5 star crafted, made by a weapons master, lvl 66 swords ready to be gnogged together. Why? Because despite all the zones that she was running, the exact weapon rune (lightning bolt) at the exact level never dropped! And lightning bolt is such an essential feat that she was better off using a weaker, lower-level sword than using a higher level sword with only 3 feats on it. She was too busy trying to complete all of the Valuna quests and Pyrron main questline to even contemplate trying to get a dungeon run in when she was exactly level 61 (and could also be guaranteed NOT to hit lvl 62 before the end of said dungeon run.) Finally, I enlisted the help of a higher lvl warrior, who was able to target only mobs and bounties that were the exact level of the weapon rune I wanted. One of those occasions when I seriously missed the old vendor npc's in Ardent City, from back in the days before Starfall.

Same thing happened to a friend who was leveling back up to 90 after completing their 5th rebirth. Their marksman hunter was already level 79 when Starfall hit, and their stash of lvl 71-ish rebirth gear was wiped clean. Unfortunately, they hadn't planned ahead before doing their lvl 90 rebirth, and didn't go out hunting for any drop loot gear before rebirthing. (They assumed that it would be possible to get all of the drop loot they needed/wanted as they were leveling back up again, without too much hassle.) They use a whopping three drop loot weapon runes on each bow, every 5 levels and were having an impossible time even getting a lvl 70 crippling shot rune to drop, let alone a lvl 71. (I may be incredibly picky about the level of any weapons I gnog together, but I will only use one drop loot weapon rune, maybe a max of two, simply because they're so impossible to attain.) I changed my house perk, used a treasure dram, gave them one too, and spent a good hour farming mobs and some lvl 71 bounties in Spire while they farmed in Keppel. I easily chewed through about 10-15 level 75 luckiniums in the process, but no dice. Eventually, we duo'ed the lvl 70 elders. Never found that rune. I think they eventually gave up and gnogged and used a bow that was just missing that one feat (or they hit lvl 76 and out-leveled the 71 bow), but as they said, that combination of those 3 drop-loot-only runes, plus the 3 from the crafted bow, plus concussion shot is essential to their build. They expressed after they ran out of time and we gave up how much they missed the npc's in Ardent, and I had to admit that even though I never used them before Starfall, I would definitely take advantage of having them there now! I've never spent a dime at the npc vendors who sell crafted components, but to get drop loot weapon runes the exact level of the crafted weapons? I'd sell my non-existent firstborn child! :p

I've also struggled to get Cure necklace runes to drop for my priest, and a second passive shadow necklace rune to drop for her. Class token runes haven't been quite so hard, but since Starfall, there has been at least one occasion when I've done some serious grinding while trying to get a lvl 45 marksman hunter's knife for a guildie to drop, or a lvl 35 trinket to drop for another guildie.

Sorry to rant about a slight tangent, but I have just a little bit of experience with grinding for specific loot drops, and none of it has been particularly pleasant, either for me or in the cases when I was trying to help a friend, them. (And it's pretty well guaranteed that if you're looking for something very specific, the AH doesn't have it either!)
 
Platform
PC
#17
Remember it is called "VILLAGERS and Heroes" not "HEROES"
when actually what you see is your opinion.
Ok from your perspective, fair enough. Point though is that if you had only crafting as the means to obtain the best gear, adventurer's would be bored. And if it was all adventure, crafters would be bored or disappointed.

But we actually have a balanced system right now. We have it. You can find a pair of gloves ion the wild with Savagery that you cannot get by means of crafting. But you still need the runes from crafting. This is good in my view.

The issue though is.. you could fine the coolest weapon with all the stats you want.. but.. its like . Meh... Why? because you have a lev 90 Calandar legendary that has higher stats and you did not even have to adventure for it.

Al I am saying is, allow Legendary to drop in the game very rarely even. Take one step towards giving power back to the people.
 

Zazie

BRA Member
Royal Guardian
Characters
Zazie, Shiny, Skip, Auntie
Platform
PC
#18
The issue though is.. you could fine the coolest weapon with all the stats you want.. but.. its like . Meh... Why? because you have a lev 90 Calandar legendary that has higher stats and you did not even have to adventure for it.
This is only true for players who started the game after the new player calendar was implemented. Those of us who created our toons before May 14, 2018 (the date of the Wellspring launch) never had the opportunity to claim a legendary weapon chest without a timer on it. If you haven't been storing this item from level 1 all the way until you reach level 90, you have to put in the effort to earn a lvl 90 legendary weapon through completing part of the main quest line. (And if you have to put in that much effort to earn it, it's not so "meh" anymore) :)

Perhaps the legendary weapon chests from the new player calendars should have a max level limit imposed on them, so that players cannot wait until they're level 90 to open them??? (It seems a bit ridiculous that they can wait that long before creating the weapon, when the longest we've been able to store any other unopened legendary item chest has been about 2 weeks.) I wouldn't object to having this cap at lvl 76, the point at which the grind begins to set in, and legendary gear becomes much more meaningful. But as is, the current system seems a little too close to an exploit for comfort, imo. At the least, I don't feel that it's being used as intended, if the majority of the players are waiting until level cap to use that level-scaled item from the new player calendar.
 
Platform
PC
#19
Yeah but its not just the weapon that is an example, legendary rings and amulet were given out for compensation. I mean it was a very nice thing for them to do. But on the other hand you just told us Legendary was possible, but, it is not, Epic is only possible in the wild to my understand, yes you can enhance, but even if you enhance a ring you find, it wont compete with a legendary as legendary before enhancement.

Honestly it is more of a physiological thing. I for one like to know that the best gear drops available... that affect game mechanics (not including cosmetics), are only found by adventuring the wild or found in adventure and enhanced/crafted to perfection with luck/skill.

But as it is now, I could put hours and hours and hours into the game.. But I have to wait for another giveaway to have a chance at a more supreme item that I know is possible, because some have them. Still they could leave gift items and such to be simply cosmetic items without having to gift actual game mechanic affecting gear.

But in the end, this game is more of a social game. Game mechanics are not a highlight. The reason is because they practically give you 100% of power even if you do not have any bonus to power. So you can have the worst sword and armor and still be able to fight stuff just fine. The difference between 100% power and having a maxed gear set 170% power.. well it is quite noticeable of course, but.. it's kind of like... meh.
 

Sampai

Arch Wizard
Platform
iOS, PC
#20
There's clearly a metric ****load of thought that's gone into this, and it does seem like a VERY fine tuned system. I do feel like it would promote a whole new level of depth to the game, but sadly it seems like a blunt, and traumatic learning curve that would turn many people away from crafting.
It's a very precise, and specified system that would take a lot of player time and focus in understanding. A part of the charm in this game is it's deceptive simplicity, and while this would be amazing for precision, it takes some of that magic away. In a sense, the randomized nature of crafting is a way of narrowing down to what you want. (with the afore mentioned stacks of unwanted/wasted gear.)

I'll admit, the crafting system right not is fairly frustrating when looking for specific combinations, and access to specific stats, but along with the learning curve, there would be a certain lack of uniquity. By this, i mean that not many people would be stepping out of their comfort zone with arguably better gear (higher in most stats, but replacing the desired "intellect" with "savagery" for example). I, for one, have found out more about the stats in this game through scraping by with randomized stats in certain pieces of gear while levelling up.

I can't speak too much on item slots such as rings that can only be acquired through mob drops, as they frustrate me to no end, and feel that a complete removal of them would be a kind of distancing and simplification of the system as a whole. I do feel that there should be some way to modify them to a degree after finding them, however, as they are not so easily farmed.

All in all, there are attractions and drawbacks in every system. This would be amazing for the more hardcore min/max players, but would turn off an arguably larger playerbase from a sizeable chunk of the game. That being said, the opposite can be said for the current system.
I feel like many of the current issues with gear (not even close to all of them, as anything can be picked apart given time. I'm talking about the obvious ones such as randomization and such) can be fixed with tweaks such as being able to choose more desired stats as the recipe is mastered more and more. This could be executed well through the charter vendors, as they're already intertwined with gathering and crafting.
A consumable could be purchased for X charter tokens to persuade stat rolls, increasing the chance of, say, vigor rolling on your rank 5 recipe.
In addition to this, It could be possible to add enchantments purchasable from the vendor, allowing a stat or rune to "unlock" on all pieces of gear. Allowing savagery to be acquired on boots, or ice mastery on belts, for example.
 
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