Combat Stats and Equipment

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Re: Combat Stats and Equipment

Postby LadyGoo » Fri Oct 28, 2016 1:09 pm

Onep wrote:An interesting idea I had about stat caps would be to only cap the combat stats and let the crafting stats keep progressing. One thing I thought that was particularly cool was how important gilding was with the stat cap. Gilding allowed you to go beyond the limit of the cap with specialized equipment. It rewarded you for investing in your gear instead of simply your character.
Would have no difference in terms of trades and industry stagnation with the old stat caps. Crafters don't need that many stats, it would be more than enough if they'd have 300 stats. So, it's basically returning the stat caps again.

The goal behind this would be to instead shift the focus of high-end combat onto crafting more powerful gear. I think the bonus of the gear would need to become more significant, but it would place more focus onto the industrial side of the game.
Feels like this will lead to a high fee barrier for those who cannot afford top-tier gear. The top stuff would be sold for tokens only and etc. I like the idea of inequality, but if the combat gear will be THAT important to compensate the stat grind, the majority of the players won't be able to afford anything like that and will feel demoralized. It is not like noobs got much to offer to the industrially advanced factions in the system you've described unless it'd require bulk low-quality stuff.
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Re: Combat Stats and Equipment

Postby Onep » Fri Oct 28, 2016 11:21 pm

LadyGoo wrote:
Onep wrote:An interesting idea I had about stat caps would be to only cap the combat stats and let the crafting stats keep progressing. One thing I thought that was particularly cool was how important gilding was with the stat cap. Gilding allowed you to go beyond the limit of the cap with specialized equipment. It rewarded you for investing in your gear instead of simply your character.
Would have no difference in terms of trades and industry stagnation with the old stat caps. Crafters don't need that many stats, it would be more than enough if they'd have 300 stats. So, it's basically returning the stat caps again.

The goal behind this would be to instead shift the focus of high-end combat onto crafting more powerful gear. I think the bonus of the gear would need to become more significant, but it would place more focus onto the industrial side of the game.
Feels like this will lead to a high fee barrier for those who cannot afford top-tier gear. The top stuff would be sold for tokens only and etc. I like the idea of inequality, but if the combat gear will be THAT important to compensate the stat grind, the majority of the players won't be able to afford anything like that and will feel demoralized. It is not like noobs got much to offer to the industrially advanced factions in the system you've described unless it'd require bulk low-quality stuff.


It's not like noobs have bots to grind them up to a billion stats now do they? Kind of a moot point if you ask me.
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Re: Combat Stats and Equipment

Postby wilkesbooth » Fri Nov 04, 2016 4:05 am

loftar wrote:
wilkesbooth wrote:I meant if you are limited to 300 in UA/MC, but you have gear that gives +500 or more

Are you aware that buffs can't bring you above twice your "base" level? If you have gear that gives you +500 of something, a newly spawned character would still only be buffed to 20 (or 2 for an ability value).

For clarification, yes I am aware, I meant this in a new system where gear was balanced to infinite quality growth past a hard combat skill cap.
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Re: Combat Stats and Equipment

Postby Vert » Fri Nov 04, 2016 9:39 am

armor after q 90 must have additional bonuses
making armor q 160+ much harder then q 90, but you didnt get something really good. You can use q 90 and didnt think about your industry.
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Re: Combat Stats and Equipment

Postby shubla » Fri Nov 04, 2016 10:01 am

Vert wrote:armor after q 90 must have additional bonuses
making armor q 160+ much harder then q 90, but you didnt get something really good. You can use q 90 and didnt think about your industry.

Withgood tools you can make q90 armor from very bad metal.
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