Weapon and Armor Levels

Is this a good idea?

  • 1.Yay

    Votes: 4 66.7%
  • 2.Nay

    Votes: 2 33.3%

  • Total voters
    6

Stoned

New Adventurer
Joined
Jul 24, 2009
Messages
856
Reaction score
0
Age
28
This thought came to me while I was playing the_wall. Could the coders consider adding weapon and armor "levels" into MSC? Each weapon will have it's own individual level. The default level will be 1, so you wont be seeing any buffs until level 2. With each advancement in level, the weapon will have a minute increase in power, balance, etc. And for some unique weapons, a level advancement will unlock special abilities. For example:

Torkalath Bow of Fire
Level 1= Default level
Level 2= 1.5% increase in power, minus 2 for the hit ratio, unlocks the push ability used by the torkalath shadowarcher elves on the_wall
Level 3= 2% increase in power, minus 2 for the hit ratio, unlocks a DOT ability
Level 4= Augments the DOT ability

The Earth Breaker
Level 1= Default level
Level 2= 3% increase in power, minus 1 for the hit ratio, unlocks the ability to fling opponents into the air, stunning them
Level 3= 3.5% increase in power, minus 2 for the hit ratio, unlocks the ability to summon a giant ball of stone as used by the Greater Stone Masons and Lesser

Neck Hunter
Level 1= Default level
Level 2= 3% increase in power, minus 2 for the hit ratio, enables the Neck Hunter's first charge to stun hostile enemies
Level 3= 3.5% increase in power, minus 2 for the hit ratio, a secondary, smaller explosion is added to the first charge

As for armors, in addition to improving their physical resistance, the player will be able to choose what special abilities are added to the armor. Provided that they have a unique inventory item to enhance the armor with. The player will have to bring the chosen armor set to a skilled blacksmith and have him (I would say "or her" but the only blacksmith occupying Leann is Dorfgan....at least, the only one that isn't trying to kill you) temper it. The unique item that will activate special abilities is not necessary to temper the armor set so the player can improve only the physical resistance. Also, let's say an armor set has reached its maximum level, and the player wants to add a special ability to the armor, they cannot as it is currently maxed out. Some examples:

Envenomed Plate
Level 1= Default level
Level 2= +5% physical resistance
Level 3= +5% physical resistance

Optional enhancements: Viper venom(augmented venom DOT, item required: Viper Fang), Enchantment of the Feather(reduces the weight, does not affect armor rating, item required: Hawk Feather), etc


That pretty much sums up my proposed idea. Tell me what you think.
 

zeus9860

Active Adventurer
The True Followers of the Lost
Crusaders
Blades of Urdual
Alpha Tester
Joined
Feb 28, 2008
Messages
2,581
Reaction score
37
Age
32
Location
lolwut
Both good and bad idea. The good i see in this: add more abilities to items, which is always a good thing as long as they have a use and not just for show off. The bad: it would make most items even more powerfull than they are right now, means alot of nerfing would occur to most of the stuff we have now in order to apply these levels, i'm 99.99% sure this would happen and i think i would rather keep the way they are now and avoid having usefull items turn into sh!t. :wink:
 

Stoned

New Adventurer
Joined
Jul 24, 2009
Messages
856
Reaction score
0
Age
28
zeus9860 said:
Both good and bad idea. The good i see in this: add more abilities to items, which is always a good thing as long as they have a use and not just for show off. The bad: it would make most items even more powerfull than they are right now, means alot of nerfing would occur to most of the stuff we have now in order to apply these levels, i'm 99.99% sure this would happen and i think i would rather keep the way they are now and avoid having usefull items turn into sh!t. :wink:

I do, on average, 450+ with my Earth Breaker hammer. 3% of 450 is 13.5. So add 13.5 to 450 and you get 463.5. A good jump. 3.5% of 463.5 is roughly 16.2. 463.5+16.2 equates to 479.7. I suppose that's a bit too much of an increase, but these are just hypothetical numbers after all. Also might I add that the weapon levels would progress very, very slowly.
 

zeus9860

Active Adventurer
The True Followers of the Lost
Crusaders
Blades of Urdual
Alpha Tester
Joined
Feb 28, 2008
Messages
2,581
Reaction score
37
Age
32
Location
lolwut
Not likely to happen anyways, just saying. It'll be too much work to make this for every single item i presume.
 

Stoned

New Adventurer
Joined
Jul 24, 2009
Messages
856
Reaction score
0
Age
28
zeus9860 said:
Not likely to happen anyways, just saying. It'll be too much work to make this for every single item i presume.

I'm sure it can be crafted as some sort of system.
 

Wishbone

New Adventurer
MSC Developer
Heroes of Dawn
Blades of Urdual
Joined
Jun 15, 2010
Messages
211
Reaction score
1
Location
Lost in my mind.
Ehh, I kind of like the idea, but Zeus is right I think it would make some weapons overpowered, also it would be a hard system to make I think.
 

zeus9860

Active Adventurer
The True Followers of the Lost
Crusaders
Blades of Urdual
Alpha Tester
Joined
Feb 28, 2008
Messages
2,581
Reaction score
37
Age
32
Location
lolwut
Before any of this was put ingame, i would like to see alot of other things finished first because there are way better things on the to-do list from what i recall, one good example is the spellcasting update. Less delays on that, the better it will be for us earlier in time.
 

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
Might be more viable if I get around to the plan to move misc quest items into quest data (kinda like the bank system), so that random items that it maybe ages before a player has a use for them (such as minor upgrading forge items) don't count against the player's inventory count or add to overflow risk.

Still dunno how much we can possibly squeeze into quest data before we risk some sort of overflow on that end, but several players have managed to nearly fill their banks with no ill side effects, so...

It'd be nice if I could make use of the "quality" tag, that each item has and that saves with the player, to do this sort of thing, so I wouldn't require a separate script for each minor change, but, somewhat ironically, the quest based bank kinda breaks that, as banking the item would reset its quality.
 
Top