PlaneShift
Gameplay => Wish list => Topic started by: saberknight on January 09, 2004, 04:51:55 am
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I think that the items in the game should be in 4 classes
Normal common
Normal unique
Monster common
Monster unique
Now right off the bat I would like to say that by monster weapons I don?t mean stuff only hostile npcs can use I mean stuff made out of monsters this post is mostly for weapon and armor smiths see I was thinking the key to being a smith is getting the best stuff to make weapons out of the better the stuff the better the item here are some forge recipes
Normal common
Iron ore: dagger, sword (long and short), shield, armor, helm, throwing star, etc
Wood (collected from trees): shield
Leather: gloves, armor, boots, belt
Normal monster
Unicorn horn = sword (regenerates health)
Goblin claw = dagger or claw weapon (causes open wounds (lose health per sec/turn))
Orc bone = club (high durability and chance to stun target)
Griffin beak = helm (good durability, good defense, medium weight)
Dragon scales = armor (awesome durability and defense plus resists fire)
Snakes skin = boots or whip
Snakes fangs = darts (poisons target)
Boars tusk = dagger (nothing special)
I don?t know the quests but my idea was to get a monster unique you have to kill a tough quest boss and take a part to a weapon/armor smith and making it would have a high requirement like so many points into something or so much wisdom/knowledge and strength
The other stuff should be that way too but lower requirements so smiths can at least make stuff for people around there same skill level feel free to post any add-ons or rebukes
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not a horrible concept but why this over just having all items intigrated as the same classifications?
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that will work too the smithing part is what i was really going for
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if it can be made then it shouldnt have the identifier \'unique\'. that might cause a little bit of confusion. rare would probably do ok, though. just my two cents.
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this is true but see i was thinking the best items in the game should be made from parts from really tuff bosses and rare might make people think they are weak it is true that they wouldn\'t really be unique but i couldn\'t think of a name that reflects there power without puting them in the wrong class
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not necassarily(sp?). if it\'s rare, then the idea is that it\'s quite potent already. if it\'s unique, then there\'s almost no duplicates. well, there\'s always u83r-1337, although that would just look funny in-game. :P
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And why,might I ask, should there be item classes?I think its unecessary. Just class items as common or unique. Simple as that.
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well the point of classes is that common items that are smithed should be like the ones in the shops monster items should only come from player smiths and uniques/rares should be found from bosses
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Why cant there be common, uncommon, rare and unique
Common is from those monsters you find everywhere.
Uncommon is found is sometimes found in the little onsters and most of the time on the very strong monsters (like tiny bosses) that is have about two times more health and damage and havee special moves and is always with minions(slightly stronger than normal ones).
Rare is rarely found on tiny bosses and mostly minibosses which are found rarely without a quest and are usually on the quests.
Uniques are always on the very strong bosses which are on the big quests guarding something very special and usually people need help on.
This is almost the same as diablo :( but its simple and easy
i would like the item system to be mixed between this system and sabreknights system
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I don\'t understand the purpose of item classes. Can please someone explain why we should need class items at all?
Note: PS is a MMORPG, not a Hack\'n\'Slash game like Diablo.
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Item classes is so you have more a reason to pick it up and so you wont leave it there also you wont waste space.
For example: You see a sword on the ground but you dont need swords that much because you already have something good so you go on. You didnt know that it was one of the best sword because it looked the same. Also you wont waste space and time by picking up a item and guessing if its good or bad.
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How unrealistic. There should a bit of surprise in whether something is rare or not. If you have high lore in identifying items, then perhaps you could pick out a rare item on the ground, but the average person would have to pick it up, give it a swing, and examine it closely to truly be sure of what it is.
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what i wanted the classes for is not per say to show users what something is but more to deside what drops from what but in any case i want my weapon smith to be able to make monster items
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Jaxan are games supposed to be realistic??? is magic realistic? are monsters realistic? Would you like a game which is very realistic?
Games are called games for a reason
I like games that are realistic but not too realistic, I dont like it too realistic that it has to take away faster and easier ways through things.
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So Junilia you want a game that you can do everything as quick as possible with lots of shortcuts. Isn\'t this game suppose to kind of take your time, work, do something besides hack n slash, so on?
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It\'s mostly great if a game is as realistic as possible.
But I absolutely refuse if I\'ll have to actually pick up/buy a weapon and try it out on some wierdo monster to find out if it\'s good. Then i\'m outa here. And what do you do if you can\'t se the \"requirements\"? That so many is familiar with? Remember that the Stats system was created for a reasion, and not for a realistic matter. Seek that elsewhere, because i\'m sertainly isn\'t here for that.