Elemental Attributes (Attributes for Items)

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Elemental Attributes (Attributes for Items)

Postby GamingRAM » Sat May 19, 2018 5:17 pm

An item could be made of varying elements (or Attributes for items), such a Earth, Water, Fire, Air, etc (if you got better ideas, please list some). And each of those elements play a part in a recipe's creation. But also each of these elements are RELATIVE to one another, meaning if one element is notably higher than the others, it could actually be a BAD thing when crafting.

Fire: 25
Water: 25
Earth: 25
Wind: 25

Out of 100, sharing the pool of 100 between the 4.

For example Ore would naturally have high Earth and Fire, and low Wind and Water. But if for some reason you stumbled upon Ore with high Water, it would lower Q when smelting and smithing. BUT that doesn't mean it's useless either, it could be used in a different recipe that calls for high water, such as a curiosity.

But let's take this one step further beyond just Quality, how about success and other gameplay mechanics? Say higher Earth and Fire would increase the chances of a piece of ore becoming a bar of metal, not by much, but still something. Say Water increases FEP in food, Fire increases the cooking speed (and thus burning risk) of food, Earth makes it so food doesn't decay as fast. Water increases the Q of crops, but Earth raises it's growth rate.

Back to relativity, if an item is 25,25,25,25 in all elements, it's base, nothing special at all. But if we use the Ore/Metal example, 25 Earth, 25 Water, 50 Fire, 0 Wind, it's better at smelting compared to base ores. If the Ore was 30 Earth, 50 Water, and 60 Fire, 0 Wind it would be worse than base ores, because the Average of the Earth and Fire was less than the Water (60+30)/(2) = 45. This is assuming a specific recipe calls for both Earth & Fire, and that Water is a negative in the recipe.

Notes:
    * Not all Elements are negative, some are irrelevant to a recipe, however you should still try to maximize an item's use by min-maxing.
    * Depending on the recipe, the Elements numbers will carry over to the next item, similar to the current Quality system. If you want an item with insane Earth, you should be using almost exclusively high earth items.
    * Most items would be prone to certain Elemental Attributes over others. This makes the exceptions potentially rare because of their uniqueness.
    * The impact of an Elemental Attribute on an item is dependent on the individual item. An axe may want high Earth for maximum damage, but a sword may want a combo of Earth and Wind, but prefer Wind, for speed(if weapons even have speed???)
    * Elemental Attributes are outside of Quality, but can impact an item's Quality via creation. Item Attributes do NOT make the Quality. Quality does not impact an item's Attributes. High Earth based Iron will make an Axe a higher Quality compared to a bar of Iron with only base 25,25,25,25 attributes.
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Re: Elemental Attributes (Attributes for Items)

Postby DDDsDD999 » Sat May 19, 2018 5:19 pm

So, salem's quality system?
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Re: Elemental Attributes (Attributes for Items)

Postby GamingRAM » Sat May 19, 2018 5:19 pm

DDDsDD999 wrote:So, salem's quality system?


I never played Salem. Explain?
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Re: Elemental Attributes (Attributes for Items)

Postby DDDsDD999 » Sat May 19, 2018 5:28 pm

GamingRAM wrote:
DDDsDD999 wrote:So, salem's quality system?


I never played Salem. Explain?

There was 4 attributes per item. Think mercury, sulphur, iron, lead? A q10 item would basically be 25/25/25/25. Think something like 70/10/10/10 would be high quality? idk, it was really autistic, made the tooltips huge, made everything ugly to look at, and I hated it.
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Re: Elemental Attributes (Attributes for Items)

Postby GamingRAM » Sat May 19, 2018 5:39 pm

DDDsDD999 wrote:
GamingRAM wrote:
DDDsDD999 wrote:So, salem's quality system?


I never played Salem. Explain?

There was 4 attributes per item. Think mercury, sulphur, iron, lead? A q10 item would basically be 25/25/25/25. Think something like 70/10/10/10 would be high quality? idk, it was really autistic, made the tooltips huge, made everything ugly to look at, and I hated it.


Huh, does that mean Bread could have lead in it?

Anyways, I guess it would be similar, but no. Here a q10 item could be 25/25/25/25, could be 100/0/0/0, or 25/0/50/25. The attributes do not directly impact the quality of an item.
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Re: Elemental Attributes (Attributes for Items)

Postby Makzul78 » Sat May 19, 2018 6:01 pm

Some worlds ago there was Essence/Substance/Vitality system and it sucked hard.
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Re: Elemental Attributes (Attributes for Items)

Postby GamingRAM » Sat May 19, 2018 6:05 pm

Makzul78 wrote:Some worlds ago there was Essence/Substance/Vitality system and it sucked hard.


And it did nothing. This would.
That directly impacted Q, this indirectly.
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Re: Elemental Attributes (Attributes for Items)

Postby MagicManICT » Sat May 19, 2018 6:10 pm

I don't see the difference between the three (Salem's, the tri-quality, this suggestion).
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Re: Elemental Attributes (Attributes for Items)

Postby GamingRAM » Sat May 19, 2018 6:17 pm

MagicManICT wrote:I don't see the difference between the three (Salem's, the tri-quality, this suggestion).


It wouldn't directly impact Q.
I actually impacts the use and decision making of items, beyond just Quality control.
It actually does something.

EDIT:
The Tri-quality system was simplistic and didn't need to exist. Bigger numbers was strictly better. Here there's a relative cap between the 4 elements, you have to pick and choose. If the ore is low q to begin with, you're going to want Fire over Earth for more Iron Bars, but if it's high quality, you'll want Earth over Fire. Actual trade offs to consider.

If I understand this correctly, Salem's system directly impacted the Quality, here it does NOT. Whether an Element will give higher Quality is dependent on the recipe itself. If Earth raises metal based Quality, but the final recipe for the axe or sword doesn't, but rather impacts it's speed (say Wind), there's a trade off to consider.
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Re: Elemental Attributes (Attributes for Items)

Postby MrPunchers » Sat May 19, 2018 11:10 pm

I could see an argument for this. You have the normal quality of an object (what we have now) and then the 4 elelelelements. The elements act as a modifier, 25 being 1/2 of base and 50 being normal and 100 being twice base bla bla math n stuff (or maybe a balance system, where there's a certain mix of stats are preferred; flint and steel would want to be as near to 50fire, 45 earth, 5 wind, 0 water as possible.) Starting game stuff (dandelions, cone cows) would naturally have elements that lean towards their "wanted" elements, making early game stronker, while end game stuff (Steel, stronk curios) would naturally deviate from their wanted elements.
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