Item lvl vs monster lvl
"I don't know. Plenty of other games have about as much. It is pretty much the same stuff. Here's some +damage of this type or that. Here's some armor and hp. And hey, some mana regen. Nothing really unique there, barring the ones that borrow things from the passive tree. So other than the build enablers, nothing overly special. And as to the build enablers, they are a bit of mixed bag. They let you do some fun things, true. But on the flip side, not having them locks you out of those builds. And for your typical player, that's a lot more locking out going on than build enabling. Sure, you could trade, but the "trade system" is worse than what MMOs had 15 years ago (more people in trade chat then, coupled with currency rather than a barter system). " Both suck. Master Crafting requires hordes of items, meaning tons of farming to get shards of this or that, and then turning all of those into something else. And lots of dealing with wide random ranges. It's a grind system, and one that requires some obscene number of items at times. Trading is overall worse still. There's no unit of currency, making it hard to know the value of stuff. Instead, you get something being worth 2 fuses, while another is a chaos, and something else is 120 exalted. What's that mean? Well, if you want to know, go beg people to tell you the current exchange rates or go check on some website. Because the trading is also all done by chat channels, tells, and so on, it again requires research outside of the game and/or keeping an eye on the rapidly spamming trade channel with its multitude of items to try and find what you want and learn its normal price range. Well, that or yet more begging for price ranges. It's the type of system that is great if you're hardcore into it, but sucks for everyone else, as they'll wind up exploited. Society on a whole moved past the barter system for good reasons. Last edited by Mudpony#6327 on Dec 19, 2014, 9:55:02 PM
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I better idea would be to scale the stats of uniques for each level (much work to do GGG)
So if a lets say Fireball Ring drops fighting lvl 1 monsters it would have low stats because its lvl 1 If said item dropped from a lvl 79 monster it would have very high stats because its lvl 79 Uniques shouldnt be stat locked just because they are uniques if said uniques suck and no one uses them sure you could buff them etc but that's a never ending battle Instead why don't uniques have level locked stats on drop(or id doesn't matter either way to me) Kaom's Sign Coral Ring +(20 to 30) to maximum Life +(10 to 20) to Strength 2% of Physical Attack Damage Leeched as Life +1 maximum Endurance Charge The new ring at other levels Kaom's Sign Coral Ring +(1 to 10) to maximum Life +(1 to 10) to Strength 1% of Physical Attack Damage Leeched as Life +1 maximum Endurance Charge lets say this will be the default new lvl 1 ring Kaom's Sign Coral Ring +(50 to 60) to maximum Life +(50 to 60) to Strength 2% of Physical Attack Damage Leeched as Life +1 maximum Endurance Charge This is the same ring but dropped from a lvl 50 to 60 mob Kaom's Sign Coral Ring +(90 to 100) to maximum Life +(90 to 100) to Strength 3% of Physical Attack Damage Leeched as Life +1 maximum Endurance Charge Same ring dropped from a lvl 90 to 100 (max) mob GGG could lower the stats since i know people will say its op (i still don't think id use it on my char since none uniques can get more stats then this) |
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