New System 'Harvest Magic'

I like the idea of 'disenchanting' items, it's been in quite a few ARPGs and I always enjoyed watching my little pile of magic residue build up as I fought my way through dungeons until I could finally use it for something.

It is just a question of implementing it right.
Joined Closed Beta 20th August 2011
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bottleflu wrote:
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MightyRavenDark wrote:
I think it gives people a reason to pick up magic items and fill their inventories more. Pretty sure the devs removed actual gold from the equation to keep the focus off grabbing every single item you find in battle and pawning it for scraps back at the town every 5 minutes. All magic items are tradeable anyway, but I don't think breaking down crappier items to change your own gear is bad thing, it just seems to easy to accomplish and would need differently scaling AI because you would quickly grow overpowered after a short while of picking up magic items and synthesizing them to increase your equipment.

I was thinking the same thing about becoming overpowered easily, which is why I suggested breaking them down to get the currency items that are already in the game.


I dont think it would be overpowered since it will only be a small bonus and you cant put more than one on an item at a time
Knowledge talks, wisdom listens.
- Jimi Hendrix
If done right it might not make a player overpowered, but it could cause balancing issues later in the game. In a genre that has enough of those issues by nature, it seems counter intuitive.
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bottleflu wrote:
If done right it might not make a player overpowered, but it could cause balancing issues later in the game. In a genre that has enough of those issues by nature, it seems counter intuitive.



Definitely definitely definitely wrong considering that they have a whetstone and other upgrading systems that have already been balanced and could just be changed into this 'disenchanting system'

Its simply just a good idea
I slay all teh noobs.
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Mikebuckley3 wrote:
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bottleflu wrote:
If done right it might not make a player overpowered, but it could cause balancing issues later in the game. In a genre that has enough of those issues by nature, it seems counter intuitive.



Definitely definitely definitely wrong considering that they have a whetstone and other upgrading systems that have already been balanced and could just be changed into this 'disenchanting system'

Its simply just a good idea
I dont see how I'm "defintely wrong" as balancing is usually what leads to people quitting most of the games in this genre.

BTW I'm not knocking the whole idea, I just think collecting X amount of an otherwise useless item for a small bonus that would be rendered useless by the time you collected enough of them to even use it, is kinda pointless
Last edited by bottleflu#7452 on Aug 17, 2011, 11:26:21 AM
Also there is an "exalted orb" that does basically the same thing as "disenchanting" but its random and therefor harder to exploit than having the set mods that the OP described
Why bother when you can just trade your old gear for currency in town?
Hmm, do I want currency or do I want magic dust? Currency you always need.
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bottleflu wrote:
Also there is an "exalted orb" that does basically the same thing as "disenchanting" but its random and therefor harder to exploit than having the set mods that the OP described



You werent reading it was added that it should have a chance to fail


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p0rt wrote:
Why bother when you can just trade your old gear for currency in town?
Hmm, do I want currency or do I want magic dust? Currency you always need.


You werent reading either, because it was said you would vendor the white items for currency( which is already broken idea cuz frequent town trips), Then magic items would be broken down for a chance to get dusts for 'enchanting'
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p0rt wrote:
Why bother when you can just trade your old gear for currency in town?
Hmm, do I want currency or do I want magic dust? Currency you always need.
Well I think a big part of his suggestion was to create more ways of crafting or enhancing items and maximizing the uses for normal/common drops without having to go back to town as much (which I'm all for) but I totally agree with you about needing the currency items more than some magic dust that BARELY adds anything worth collecting it for
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Dontay wrote:
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bottleflu wrote:
Also there is an "exalted orb" that does basically the same thing as "disenchanting" but its random and therefor harder to exploit than having the set mods that the OP described



You werent reading it was added that it should have a chance to fail


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p0rt wrote:
Why bother when you can just trade your old gear for currency in town?
Hmm, do I want currency or do I want magic dust? Currency you always need.


You werent reading either, because it was said you would vendor the white items for currency( which is already broken idea cuz frequent town trips), Then magic items would be broken down for a chance to get dusts for 'enchanting'
I read the part about having a chance to fail but if the mod that's added is always the same then it would only promote more hoarding so people could just save up and do it over and over until it doesn't fail. If the mod is random, then its just another exalted orb so why bother

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