Dwelve
Guest
Nachdem mein anderer 3 seitiger Thread fast 2 replies erhalten hat, dachte ich mir "Wo Nachrage exisiert, muss ich doch Angebot liefern!".
Also hier das nächste System:
Charms - Talisman:
Okay, now that you have made it so far you might be thinking what purpose can adding a talisman serve. Add more build diversity? Simply act as an additional item slot? A new unique way to allow for crazy affixes? Well, the answer to all three is NO. Talismans should NOT be build defining, they should NOT have superrare and unique affixes and they are NOT supposed to degenerate into a second necklace-slot. So what purpose do they have?
Charms and the talisman have to be an entirely independent meta-game where players can make lots of small and cool upgrades that on their own might seem trivial but when combined create a unique sort of progression. So, how is that accomplished?
To see where this idea is going I'll have to refer to a popular D2 mod called Median XL. Medians charm system sucked, but that's not what we are looking at. What we ARE looking at is the ridiculous amount of affixes items could have. Items could have 20 affixes and more. Looking through one of these items could take half a minute until you fully understood what this item actually does. And this was AWESOME! Items felt very unique, even affixes that didn't serve any purpose felt sweet simply because they created this huge wall of text. To accomplish the same thing in D3 we need the talisman.
At the opposite side of the necklace we add this cute little new item. When clicking on this item a new 4x4 frame opens. Charms (1x1 or 2x1) can be put into this 4x4 frame and so the max amount of charms the talisman can hold is 16. So when you hover over your mouse the talisman is going to show a huge wall of text with dozens of varying numbers. THAT is cool! THAT is the main purpose of the talisman. To have this permanently changing item that nobody else has in a similar way. Every talisman has to be unique, every talisman has to be more special than a snowflake. At the end of each month you are supposed to have the desire to show your talisman to your friendlist and compare it with theirs. SO LET'S GET STARTED!
Charmwords:
If charms are simply a +5 strength, +10 life slot it doesn't feel like something new. So in addition to each charm granting this small bonus it has the potential to be in a charmword.
Charmwords are a combination of runewords and charms and are the main way to add spice to the simple statstacking character of usual charms. The main reason why the talisman was scratched was because it didn't add any unique mechanic, it didn't add flavour to the game and that's why it wasn't a great addition. With charmwords you can have an entire metagame around the talisman that doesn't have a clear choice and allow for much customization. The first thing we need are different charms:
- 8 types of charms: Ar - Bon - Cur - Del - Elf - Fis - Gor - Hel
Similar to runes, but not in the overwhelming way of having 20 unusable ones. Players are supposed to occasionally find new charmwords by toying around with their talisman. Each consecutive charm is 5 times rarer than the previous one. "Ar" charms are as rare as current legendaries with 200% magicfind. 5 charms of the same type can be combined to create a charm of the next higher tier.
If any combination of these charms is put into a row it can be a charmword.
Example: The charmword Ar-Ar-Ar-Ar adds 5 to all stats. So in your early stages when you haven't found the rarer charms you will rely on these ones. So your talisman might look something like this:
0 0 0 0 > Ar Ar Ar Ar
0 0 0 0 > Ar Ar Ar Ar
0 0 0 0 > Ar Ar Ar Ar
0 0 0 0 > Ar Ar Ar Ar
This most simple version of a talisman grants additionally to each individual charm affixes another "5 to all stats" bonus for every column and row -> + (8 * 5 = ) 40 to all stats.
In an ideal situation there should be about 100+ different charmwords that are made by aligning 4 charms in a row. So such a talisman
Ar Bon Hel Elf
Del Bon Ar Cur
Fis Gor Cur Cur
Elf Del Fis Bon
has completely different bonuses if you even chose to switch one charm.
So lets create some charmwords:
- Ar Ar Ar Ar: +10 to all stats
- Bon Bon Bon Bon: +20 strength
- Cur Cur Cur Cur:+20 Intelligence
- Del Del Del Del: +20 Dexterity
- Elf Elf Elf Elf: +24 Vitality
- Fis Fis Fis Fis: Increases damage by 2% of your Dexterity (works additively to the main attribute)
- Gor Gor Gor Gor: Increases damage by 2% of your Intelligence
- Hel Hel Hel Hel: Increases damage by 2% of your Strength
- Ar Bon Cur Del: 4% increased movementspeed
- Ar Cur Del Bon: 8% increased attackspeed
- Ar Del Ar Del: 3% increased Strength, Dexterity, Intelligence
- Ar Del Cur Cur: 6% increased movementspeed
- Ar Ar Ar Del: 3% increased critical chance
- Ar Bon Bon Del: 4% increased total Strength
- Ar Ar Ar Cur: 36 Strength
- Ar Cur Cur Cur: 4% increased total Intelligence
- Ar Ar Del Del: 8% increased Strength, 12% reduced HP
- Ar Del Ar Ar: 25 minimal damage
- Bon Bon Ar Ar: 25 maximal damage
- Bon Cur Del Del: 8% increased Dexterity, 12% reduced HP
- Bon Ar Del Cur: 4% increased Dexterity
- Bon Ar Ar Ar: 35 fire damage
- Bon Ar Ar Cur: 35 cold damage
- Bon Cur Cur Bon: 35 arcane damage
- Bon Del Cur Bon: 40 poison damage
- Bon Bon Bon Del: 35 lightning damage
- Bon Ar Del Del: 5% increased critical damage
- Bon Cur Cur Ar: 20% increased critical damage, 10% reduced attackspeed (additively)
- Cur Cur Del Ar: 10% Armor
- Cur Cur Ar Bon: 500 Armor
- Cur Bon Bon Bon: Increases armor by 30% of your Strength
- Cur Bon Cur Cur: Increases armor by 30% of your Intelligence
- Cur Bon Del Del: Increases armor by 30% of your Dexterity
- Cur Bon Ar Ar: Increases armor by 40% of your Vitality
- Cur Del Del Ar: 8% increased Intelligence, 12% reduced HP
- Cur Cur Bon Bon: Increases damage by 20% of your dexterity
- Cur Ar Ar Cur: Increases physical damage by 5% of your physical resistance
- Cur Cur Ar Ar: Increases physical damage by 5% of your poison resistance
- Cur Del Bon Del: Increases strength gained from talisman by 50%
- Del Del Ar Bon: Increases physical damage by 5% of your lightning resistance
- Del Del Bon Del: Increases physical damage by 6% of your cold resistance
- Del Ar Bon Ar: Increases physical damage by 5% of your fire resistance
- Del Ar Cur Ar: 10% increased fire damage
- Del Bon Bon Bon: 10% increased cold damage
- Del Cur Cur Del: 12% increased lightning damage
- Del Ar Ar Cur: 10% increased poison damage
- Del Ar Ar Del: Increases physical damage by 5% or our arcance resistance
- Del Cur Ar Ar: 10% increased arcane damage
- Del Del Del Bon: Increases vitality gained from talisman by 50%
These are just a couple of possible stats.
Ar = Elf, Bon = Fis, Cur = Gor, Del = Hel (Elf can substitue Ar but Ar can not substitute Elf and so on)
Create some talismans and try to be flexible! If your charm is similar or the same to some1 else's than the system has failed!
Example:
Ar Bon Del Ar
Bon Ar Del Cur
Cur Del Bon Del
Del Del Del Bon
4 columns (top to bottom) and 4 rows (left to right):
Bonuses: 4% MS, 6% of cold resistance to physicacal damage, 8% increased attackspeed, 6% increased dexterity, strength gained from talisman +50%, vitality gained from talisman +50%
to make things more interesting: Additionally to the rows and columns the charmwords work diagonal (top left to bottom right and top right to bottom left) and all corners (top left, top right, bottom left, bottom right). This would add following bonuses to the example: Ar-Ar-Bon-Bon: - Ar Del Del Del: dexterity from talisman +50% and Ar Ar Del Bon: -
Don't forget that each charm on its own also has affixes just like the charms in D2!
Für die nicht nicht-Englisch-sprechenden:
Das Talisman system wurde gestrichen, weil es keinen Flavour hatte, daher soll hier ein kleines "Spiel im Spiel" erschaffen werden. Es wirkt auf den ersten Blick etwas komplex, soll aber nur dem Zweck dienen etwas mehr Würze in das System zu bringen. Als Spieler fügt man letztendlich nur Steine in ein Feld und kann immerwieder überrascht feststellen, dass das Ergebnis ein anderes ist und kein anderer Spieler den gleichen Talisman hat.
Ihr denkt euch sicher "stfu, Hurensohn, was willst du hier?" daher möchte ich auch das klären:
Könnt ihr dieses System "min-maxen"? Gibt es hier eine einzig wahre Lösung und falls ja, könnte man die Balance dahingehend ändern, dass es keine optimale Lösung mehr gibt?
Also hier das nächste System:
Charms - Talisman:
Okay, now that you have made it so far you might be thinking what purpose can adding a talisman serve. Add more build diversity? Simply act as an additional item slot? A new unique way to allow for crazy affixes? Well, the answer to all three is NO. Talismans should NOT be build defining, they should NOT have superrare and unique affixes and they are NOT supposed to degenerate into a second necklace-slot. So what purpose do they have?
Charms and the talisman have to be an entirely independent meta-game where players can make lots of small and cool upgrades that on their own might seem trivial but when combined create a unique sort of progression. So, how is that accomplished?
To see where this idea is going I'll have to refer to a popular D2 mod called Median XL. Medians charm system sucked, but that's not what we are looking at. What we ARE looking at is the ridiculous amount of affixes items could have. Items could have 20 affixes and more. Looking through one of these items could take half a minute until you fully understood what this item actually does. And this was AWESOME! Items felt very unique, even affixes that didn't serve any purpose felt sweet simply because they created this huge wall of text. To accomplish the same thing in D3 we need the talisman.
At the opposite side of the necklace we add this cute little new item. When clicking on this item a new 4x4 frame opens. Charms (1x1 or 2x1) can be put into this 4x4 frame and so the max amount of charms the talisman can hold is 16. So when you hover over your mouse the talisman is going to show a huge wall of text with dozens of varying numbers. THAT is cool! THAT is the main purpose of the talisman. To have this permanently changing item that nobody else has in a similar way. Every talisman has to be unique, every talisman has to be more special than a snowflake. At the end of each month you are supposed to have the desire to show your talisman to your friendlist and compare it with theirs. SO LET'S GET STARTED!
Charmwords:
If charms are simply a +5 strength, +10 life slot it doesn't feel like something new. So in addition to each charm granting this small bonus it has the potential to be in a charmword.
Charmwords are a combination of runewords and charms and are the main way to add spice to the simple statstacking character of usual charms. The main reason why the talisman was scratched was because it didn't add any unique mechanic, it didn't add flavour to the game and that's why it wasn't a great addition. With charmwords you can have an entire metagame around the talisman that doesn't have a clear choice and allow for much customization. The first thing we need are different charms:
- 8 types of charms: Ar - Bon - Cur - Del - Elf - Fis - Gor - Hel
Similar to runes, but not in the overwhelming way of having 20 unusable ones. Players are supposed to occasionally find new charmwords by toying around with their talisman. Each consecutive charm is 5 times rarer than the previous one. "Ar" charms are as rare as current legendaries with 200% magicfind. 5 charms of the same type can be combined to create a charm of the next higher tier.
If any combination of these charms is put into a row it can be a charmword.
Example: The charmword Ar-Ar-Ar-Ar adds 5 to all stats. So in your early stages when you haven't found the rarer charms you will rely on these ones. So your talisman might look something like this:
0 0 0 0 > Ar Ar Ar Ar
0 0 0 0 > Ar Ar Ar Ar
0 0 0 0 > Ar Ar Ar Ar
0 0 0 0 > Ar Ar Ar Ar
This most simple version of a talisman grants additionally to each individual charm affixes another "5 to all stats" bonus for every column and row -> + (8 * 5 = ) 40 to all stats.
In an ideal situation there should be about 100+ different charmwords that are made by aligning 4 charms in a row. So such a talisman
Ar Bon Hel Elf
Del Bon Ar Cur
Fis Gor Cur Cur
Elf Del Fis Bon
has completely different bonuses if you even chose to switch one charm.
So lets create some charmwords:
- Ar Ar Ar Ar: +10 to all stats
- Bon Bon Bon Bon: +20 strength
- Cur Cur Cur Cur:+20 Intelligence
- Del Del Del Del: +20 Dexterity
- Elf Elf Elf Elf: +24 Vitality
- Fis Fis Fis Fis: Increases damage by 2% of your Dexterity (works additively to the main attribute)
- Gor Gor Gor Gor: Increases damage by 2% of your Intelligence
- Hel Hel Hel Hel: Increases damage by 2% of your Strength
- Ar Bon Cur Del: 4% increased movementspeed
- Ar Cur Del Bon: 8% increased attackspeed
- Ar Del Ar Del: 3% increased Strength, Dexterity, Intelligence
- Ar Del Cur Cur: 6% increased movementspeed
- Ar Ar Ar Del: 3% increased critical chance
- Ar Bon Bon Del: 4% increased total Strength
- Ar Ar Ar Cur: 36 Strength
- Ar Cur Cur Cur: 4% increased total Intelligence
- Ar Ar Del Del: 8% increased Strength, 12% reduced HP
- Ar Del Ar Ar: 25 minimal damage
- Bon Bon Ar Ar: 25 maximal damage
- Bon Cur Del Del: 8% increased Dexterity, 12% reduced HP
- Bon Ar Del Cur: 4% increased Dexterity
- Bon Ar Ar Ar: 35 fire damage
- Bon Ar Ar Cur: 35 cold damage
- Bon Cur Cur Bon: 35 arcane damage
- Bon Del Cur Bon: 40 poison damage
- Bon Bon Bon Del: 35 lightning damage
- Bon Ar Del Del: 5% increased critical damage
- Bon Cur Cur Ar: 20% increased critical damage, 10% reduced attackspeed (additively)
- Cur Cur Del Ar: 10% Armor
- Cur Cur Ar Bon: 500 Armor
- Cur Bon Bon Bon: Increases armor by 30% of your Strength
- Cur Bon Cur Cur: Increases armor by 30% of your Intelligence
- Cur Bon Del Del: Increases armor by 30% of your Dexterity
- Cur Bon Ar Ar: Increases armor by 40% of your Vitality
- Cur Del Del Ar: 8% increased Intelligence, 12% reduced HP
- Cur Cur Bon Bon: Increases damage by 20% of your dexterity
- Cur Ar Ar Cur: Increases physical damage by 5% of your physical resistance
- Cur Cur Ar Ar: Increases physical damage by 5% of your poison resistance
- Cur Del Bon Del: Increases strength gained from talisman by 50%
- Del Del Ar Bon: Increases physical damage by 5% of your lightning resistance
- Del Del Bon Del: Increases physical damage by 6% of your cold resistance
- Del Ar Bon Ar: Increases physical damage by 5% of your fire resistance
- Del Ar Cur Ar: 10% increased fire damage
- Del Bon Bon Bon: 10% increased cold damage
- Del Cur Cur Del: 12% increased lightning damage
- Del Ar Ar Cur: 10% increased poison damage
- Del Ar Ar Del: Increases physical damage by 5% or our arcance resistance
- Del Cur Ar Ar: 10% increased arcane damage
- Del Del Del Bon: Increases vitality gained from talisman by 50%
These are just a couple of possible stats.
Ar = Elf, Bon = Fis, Cur = Gor, Del = Hel (Elf can substitue Ar but Ar can not substitute Elf and so on)
Create some talismans and try to be flexible! If your charm is similar or the same to some1 else's than the system has failed!
Example:
Ar Bon Del Ar
Bon Ar Del Cur
Cur Del Bon Del
Del Del Del Bon
4 columns (top to bottom) and 4 rows (left to right):
Bonuses: 4% MS, 6% of cold resistance to physicacal damage, 8% increased attackspeed, 6% increased dexterity, strength gained from talisman +50%, vitality gained from talisman +50%
to make things more interesting: Additionally to the rows and columns the charmwords work diagonal (top left to bottom right and top right to bottom left) and all corners (top left, top right, bottom left, bottom right). This would add following bonuses to the example: Ar-Ar-Bon-Bon: - Ar Del Del Del: dexterity from talisman +50% and Ar Ar Del Bon: -
Don't forget that each charm on its own also has affixes just like the charms in D2!
Für die nicht nicht-Englisch-sprechenden:
Das Talisman system wurde gestrichen, weil es keinen Flavour hatte, daher soll hier ein kleines "Spiel im Spiel" erschaffen werden. Es wirkt auf den ersten Blick etwas komplex, soll aber nur dem Zweck dienen etwas mehr Würze in das System zu bringen. Als Spieler fügt man letztendlich nur Steine in ein Feld und kann immerwieder überrascht feststellen, dass das Ergebnis ein anderes ist und kein anderer Spieler den gleichen Talisman hat.
Ihr denkt euch sicher "stfu, Hurensohn, was willst du hier?" daher möchte ich auch das klären:
Könnt ihr dieses System "min-maxen"? Gibt es hier eine einzig wahre Lösung und falls ja, könnte man die Balance dahingehend ändern, dass es keine optimale Lösung mehr gibt?
Zuletzt bearbeitet: