Dwelve
Guest
Mir ist kürzlich aufgefallen, dass die CMs wieder ziemlich aktiv in den EU-EN Foren unterwegs sind und ziemlich Feedback-hungrig geworden sind. Die Arbeiten, zumindest die Ideensammlung, für das erste Addon werden sicherlich auch schon langsam in die Wege geleitet.
Da ich bereits einmal positives Feedback von CMs erhalten habe, hatte ich mich dazu motiviert gefühlt, etwas Feedback im Forum da zu lassen. Die Idee der "Imbues" die bereits etwas länger in meinem Kopf herumschwirrt möchte ich euch nicht vorenthalten, allerdings brauche ich noch mehr Ideen!
Also legt los, welche eurer Affix-Ideen möchtet ihr loswerden?
Thread aus dem Forum (leider nur auf Englisch):
Imbues
As mentioned above imbues, to me, are the greatest type of progression in ARPGs. The idea is to create a new item-type that has varying loot-tables for each region. These items can imbue certain item-slots and those can not be of unique quality. They consist of several parts (3-7) and each part roles random stats of the same affix and can imbued on the item alone. If combined the affixes add up and if completed they also gain a new affix from a new affix pool.
Example: In the cathedral, the crypts and the festering woods each monster has a chance to drop an "imbue of withering". This item is an additional item drop and does not effect other item drops. It is not influenced by magic find and they can not be traded. The "imbue of withering" consists of 6 parts. It can only imbue amulets. The base attribute of each part is "+2-8 intelligence, 1-3 strength". A completed imbue can vary from +12 intelligence and +6 strength to +48 intelligence and +18 strength. When the imbue is completed it gains an additional random affix giving the imbue a random passive from any class (only the respective classes can use it).
If implemented correctly these imbues can create huge incentives to keep farming and improving. What does correct implementation look like? Important rules are:
- Easy to achieve, very very hard to perfect: The first step to make this possible is randomization. Everybody will be able to complete imbues but most of them will be of average quality if rushed. Those that want perfect ones will have to farm for a longer time. The second step is to make people lose the imbue, once it has been used. If you managed to craft a perfect one, it is necessary to still have incentive to craft those. So the imbue has to be lost if the amulet is switched.
- Make them farmable, but not as an exclusive type of progression: As mentioned in the example these things have to drop WHILE killing whatever you want to. If you limit them to an area where ONLY imbues drop, people get tunnel visioned and are saddened every time they don´t get the drop they wanted. But making them drop at completely random locations makes it to hard and to unrewarding to strive and hunt for those. So the perfect solution is to bind certain imbues to certain places that allow for efficient farming but not at the cost of normal loot.
- The inventory problem: The biggest problem is the space these little imbues take up. I think usually people will want to farm at least for two sorts PER imbue. One perfect slot that wants the best stats and one "trash" slot that people just want to complete so they can get the completion affix. But i wouldn´t call it a problem, if there wasn´t a possible solution to this. By creating a new window that has all imbues listed you can not only create an easy way of informing people which imbues exist but also give them the possibility to craft one imbue in the window. If people want to work on more than one imbue they will have to give up a slot in their inventory. I´m thinking about creating 20 imbues, so the window would consist of two rows with ten imbues per row. All available imbues will be listed there and be greyed out until the player stores a partial or a completed imbue in the slot. The player can drag this imbue out and use it on an item at any given time. If moving the mouse over an imbue in the "imbues-screen" a tooltip saying "This magical tool can increase it´s wearers intellect and strength if used properly. It was seen to be created as a side product when corpses in the foul crypts and graveyards were reawakened." to show people what the imbue does and give a rough description where it can drop.
Example of 5 imbues:
1. Example:
Imbue of withering:
- Parts drop in Cathedral, Festering Woods, Crypts, The Weeping Hollow
- Tooltip: "This magical tool can increase its wearers intellect and strength if imbued on an amulet. It was seen to be created as a side product when corpses in the foul crypts and graveyards were reawakened."
- Can imbue amulets
- 6 Parts
- 2-8 Intelligence, 1-3 Strength (Min: 12 Int, 6 Str; Max: 48 Int, 18 Str)
- Completion bonus: Gain a random passive for your character (respective class only)
2. Example:
Imbue of celerity:
- Parts drop in Fields of Misery, Howling Plateau, Desolate Sands
- Tooltip: "This magical tool can increase its wearers speed, allowing him to move quicker and dodge attacks if imbued on an amulet. Creatures in huge open areas had to adapt to their environment and move quickly to survive. Magicians claim to be able to harness their essence and bind it to scrolls."
- Can imbue amulets
- 3 Parts
- 1%-2% dodge chance, 0.5%-4% movement speed (Min: 3% dodge, 1.5% ms; Max: 6% dodge, 12% ms)
- Completion bonus: Teleport (20-60) yards by clicking "force move" on the ground while having the item not on cooldown, (60-10) seconds cooldown
3. Example:
Imbue of resilience:
- Parts drop in Hell Rift, Gardens of Hope, The Battlefields, The Barracks
- Tooltip: "Grants the wearer improved defense and allows to retaliate attacks."
- Can imbue shields
- 4 Parts
- 1%-3% all resistance, 10-100 armor (Min: 4% AR, 40 armor; Max: 12% AR, 400 armor)
- Completion bonus: + 50 random resistance, Shield retaliation: After being struck the yielder has a 30%-80% chance to retaliate with 300%-2000% of intelligence as damage. The retaliation is not possible for 2 seconds after each block.
4. Example:
Imbue of fortification:
- Parts drop in Gardens of Hope, Desolate Sands, Fields of Misery
- Tooltip: "Allows its wearer to increase his life and a chance to summon a sacred shield when being hit."
- Can imbue shields
- 7 Parts
- 0.2%-1% increased life (Min: 1.4% HP; Max: 7% HP)
- Completion bonus: + 40 random stat, Sacred shield: When dropping below 50% HP a sacred shield appears and reduces all damage taken by 0.01%-0.1% of its wielders dexterity for 5 seconds, 60-10 seconds cooldown.
5. Example:
Imbue of Strangulation:
- Parts drop in Festering Woods, Howling Plateau, Dhalgur Oasis, Stringing Wind
- Tooltip: "Reduces cooldown of all abilites and allows to drag monsters to the wielder."
- Can imbue shields
- 6 Parts
- 0.25%-1.5% reduced cooldowns, 2-10 Vitality (Min: 1.5% Cd, 12 Vit; Max: 9% cd, 60 Vit)
- Completion Bonus: 10%-50% Chance to vortex a monster towards the player if its attack is blocked, + 12-60 Vitality
Da ich bereits einmal positives Feedback von CMs erhalten habe, hatte ich mich dazu motiviert gefühlt, etwas Feedback im Forum da zu lassen. Die Idee der "Imbues" die bereits etwas länger in meinem Kopf herumschwirrt möchte ich euch nicht vorenthalten, allerdings brauche ich noch mehr Ideen!
Also legt los, welche eurer Affix-Ideen möchtet ihr loswerden?
Thread aus dem Forum (leider nur auf Englisch):
Imbues
As mentioned above imbues, to me, are the greatest type of progression in ARPGs. The idea is to create a new item-type that has varying loot-tables for each region. These items can imbue certain item-slots and those can not be of unique quality. They consist of several parts (3-7) and each part roles random stats of the same affix and can imbued on the item alone. If combined the affixes add up and if completed they also gain a new affix from a new affix pool.
Example: In the cathedral, the crypts and the festering woods each monster has a chance to drop an "imbue of withering". This item is an additional item drop and does not effect other item drops. It is not influenced by magic find and they can not be traded. The "imbue of withering" consists of 6 parts. It can only imbue amulets. The base attribute of each part is "+2-8 intelligence, 1-3 strength". A completed imbue can vary from +12 intelligence and +6 strength to +48 intelligence and +18 strength. When the imbue is completed it gains an additional random affix giving the imbue a random passive from any class (only the respective classes can use it).
If implemented correctly these imbues can create huge incentives to keep farming and improving. What does correct implementation look like? Important rules are:
- Easy to achieve, very very hard to perfect: The first step to make this possible is randomization. Everybody will be able to complete imbues but most of them will be of average quality if rushed. Those that want perfect ones will have to farm for a longer time. The second step is to make people lose the imbue, once it has been used. If you managed to craft a perfect one, it is necessary to still have incentive to craft those. So the imbue has to be lost if the amulet is switched.
- Make them farmable, but not as an exclusive type of progression: As mentioned in the example these things have to drop WHILE killing whatever you want to. If you limit them to an area where ONLY imbues drop, people get tunnel visioned and are saddened every time they don´t get the drop they wanted. But making them drop at completely random locations makes it to hard and to unrewarding to strive and hunt for those. So the perfect solution is to bind certain imbues to certain places that allow for efficient farming but not at the cost of normal loot.
- The inventory problem: The biggest problem is the space these little imbues take up. I think usually people will want to farm at least for two sorts PER imbue. One perfect slot that wants the best stats and one "trash" slot that people just want to complete so they can get the completion affix. But i wouldn´t call it a problem, if there wasn´t a possible solution to this. By creating a new window that has all imbues listed you can not only create an easy way of informing people which imbues exist but also give them the possibility to craft one imbue in the window. If people want to work on more than one imbue they will have to give up a slot in their inventory. I´m thinking about creating 20 imbues, so the window would consist of two rows with ten imbues per row. All available imbues will be listed there and be greyed out until the player stores a partial or a completed imbue in the slot. The player can drag this imbue out and use it on an item at any given time. If moving the mouse over an imbue in the "imbues-screen" a tooltip saying "This magical tool can increase it´s wearers intellect and strength if used properly. It was seen to be created as a side product when corpses in the foul crypts and graveyards were reawakened." to show people what the imbue does and give a rough description where it can drop.
Example of 5 imbues:
1. Example:
Imbue of withering:
- Parts drop in Cathedral, Festering Woods, Crypts, The Weeping Hollow
- Tooltip: "This magical tool can increase its wearers intellect and strength if imbued on an amulet. It was seen to be created as a side product when corpses in the foul crypts and graveyards were reawakened."
- Can imbue amulets
- 6 Parts
- 2-8 Intelligence, 1-3 Strength (Min: 12 Int, 6 Str; Max: 48 Int, 18 Str)
- Completion bonus: Gain a random passive for your character (respective class only)
2. Example:
Imbue of celerity:
- Parts drop in Fields of Misery, Howling Plateau, Desolate Sands
- Tooltip: "This magical tool can increase its wearers speed, allowing him to move quicker and dodge attacks if imbued on an amulet. Creatures in huge open areas had to adapt to their environment and move quickly to survive. Magicians claim to be able to harness their essence and bind it to scrolls."
- Can imbue amulets
- 3 Parts
- 1%-2% dodge chance, 0.5%-4% movement speed (Min: 3% dodge, 1.5% ms; Max: 6% dodge, 12% ms)
- Completion bonus: Teleport (20-60) yards by clicking "force move" on the ground while having the item not on cooldown, (60-10) seconds cooldown
3. Example:
Imbue of resilience:
- Parts drop in Hell Rift, Gardens of Hope, The Battlefields, The Barracks
- Tooltip: "Grants the wearer improved defense and allows to retaliate attacks."
- Can imbue shields
- 4 Parts
- 1%-3% all resistance, 10-100 armor (Min: 4% AR, 40 armor; Max: 12% AR, 400 armor)
- Completion bonus: + 50 random resistance, Shield retaliation: After being struck the yielder has a 30%-80% chance to retaliate with 300%-2000% of intelligence as damage. The retaliation is not possible for 2 seconds after each block.
4. Example:
Imbue of fortification:
- Parts drop in Gardens of Hope, Desolate Sands, Fields of Misery
- Tooltip: "Allows its wearer to increase his life and a chance to summon a sacred shield when being hit."
- Can imbue shields
- 7 Parts
- 0.2%-1% increased life (Min: 1.4% HP; Max: 7% HP)
- Completion bonus: + 40 random stat, Sacred shield: When dropping below 50% HP a sacred shield appears and reduces all damage taken by 0.01%-0.1% of its wielders dexterity for 5 seconds, 60-10 seconds cooldown.
5. Example:
Imbue of Strangulation:
- Parts drop in Festering Woods, Howling Plateau, Dhalgur Oasis, Stringing Wind
- Tooltip: "Reduces cooldown of all abilites and allows to drag monsters to the wielder."
- Can imbue shields
- 6 Parts
- 0.25%-1.5% reduced cooldowns, 2-10 Vitality (Min: 1.5% Cd, 12 Vit; Max: 9% cd, 60 Vit)
- Completion Bonus: 10%-50% Chance to vortex a monster towards the player if its attack is blocked, + 12-60 Vitality
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