I'm glad stats were partially put back into capes, and I don't completely disagree on certain parts of the original patch. If that is the way jorb and loftar want to take the game, then I am fine with it, however, I think that there are a few pieces of gear that have been relatively iconic, for instance, when you used to see someone with a bear cape, and necromancer robes on, you knew he could kill a bear, and kill people, and that, in a way, added some warning to new players, that this person they're looking at is a strong individual who shouldn't be reckoned with. I liked that, I liked the sort of feeling that gave off to other people. Since everyone's chipping into this, I'll give my opinion as well, even though I haven't ever posted much, I feel like the development team needs as much feedback and as many opinions as they can get, so long as they aren't inflammatory towards them, remember,
they want the game to be good as much, if not more, than you do!jorb wrote:I want an equipment system that does not force players into wearing too much of a particular look in order to accomplish certain goals.
(...)
Under the old system, there was no point in adding more shirts, pants, &c to the game, because no one worth his salt would ever wear them, as they could not compete with anything that gave a stat bonus, i.e. ranger's pants. This is no longer the case.
(...) I want diversity in equipment, looks, and gear. You give me better ideas on how to accomplish that if you don't like the ones I have, but these sour-grapes you can frankly leave at home, because I'm not buying.
Well if it's about looks, then why not let players dye their equipment, and maybe add cosmetic flair to it rather than doing away with stats on things completely?
jorb wrote:I, for example, didn't like how everyone in Legacy -- and here as well -- above scrub-tier, always wore more or less the exact same outfit.
Now, as for this point, I think that this is an issue that could be solved by adding cosmetic slots, however, I am against this, personally, for the reasons stated above, I think that gear should have a level of intimidation to it, as in, if you really want to flaunt your strength around (even if it is nonexistant and you traded for the gear), then you should still be able to do this.
jorb wrote:Even though it has flaws -- RNG admittedly being one of them -- this system accomplishes that, and also introduces some distinction and depth to the various pieces of gear. It allows for the creation of rare pieces of equipment which are not unconditionally available to anyone.
The only thing that upsets me about this update is the amount of time and resources I've had to sink into making so many sets of gear, it's relatively unfriendly to people who have been playing for a while, and I feel like the system that was in place was slightly better and more intuitive, for instance, how a straw hat required farming to be made, and how it gave you farming points when worn. I don't oppose, however, maybe making certain high end items slottable, to add different stats to them, maybe, if that's the way that jorb and loftar want to take things, I dislike the RNG, though, I'd say make slots a set thing(as in, a set amount of slots), like in other games, and make slotting items just overwrite what's in the currently existing slots. World of Warcraft's gemming system comes to mind when I think of this current slotting system. Maybe give some gear a certain type of slot for a certain type of slotting material, so that you can't simply stack agility on every single item, or I don't know.