Item Ideas

squall777

Golden Oldie
Golden Oldie
Apr 3, 2004
987
16
154
Now i dont know if what im going to suggest here is even possible (with normal ammount of effort required) or if you are willing to do something like that but i will give it a shot since you lot seem at times quite open-minded and i believe this is a way to take mir a step forward.

One of my main issues with low-rates is the fact that item upgrades seem a bit too low in terms of progression. I mean lets say you own a pair of drings and you find/buy a pair of power rings which usually is quite rarer than drings. The dc0-2 upgrade surely is nice but you dont really start clearing bdd/zt/wt/whatever faster or easier. (This aint a dig about server rates so lets not start an argument about that. Its low rates. End)

Lets forget now about those dc0-1 upgrades on items as u progress, leave it as it is and imagine that. How cool would it be if there were items ingame with stats like:

- "TDB does 10% more damage"
- "Magic shield absorbs 10% more damage"
- "Can now summon 3 skeles"
- "FS cooldown reduced by 2sec"
- "Casting poison applies both poisons"
- etc etc

These items could even be statless or lower stats than usual items and make you do choices whether you want an extra dc6 or a better tdb/FS. Its basicly similar to the way Diablo 3 items work.

Can they break server?
Possibly. If they are not well thought it could end up a mess. But if thats actually doable and u put enough thought on this you will make something unique and move mir forward.
 

Xx69xX

Golden Oldie
Golden Oldie
Dec 2, 2005
2,152
159
250
Now i dont know if what im going to suggest here is even possible (with normal ammount of effort required) or if you are willing to do something like that but i will give it a shot since you lot seem at times quite open-minded and i believe this is a way to take mir a step forward.

One of my main issues with low-rates is the fact that item upgrades seem a bit too low in terms of progression. I mean lets say you own a pair of drings and you find/buy a pair of power rings which usually is quite rarer than drings. The dc0-2 upgrade surely is nice but you dont really start clearing bdd/zt/wt/whatever faster or easier. (This aint a dig about server rates so lets not start an argument about that. Its low rates. End)

Lets forget now about those dc0-1 upgrades on items as u progress, leave it as it is and imagine that. How cool would it be if there were items ingame with stats like:

- "TDB does 10% more damage"
- "Magic shield absorbs 10% more damage"
- "Can now summon 3 skeles"
- "FS cooldown reduced by 2sec"
- "Casting poison applies both poisons"
- etc etc

These items could even be statless or lower stats than usual items and make you do choices whether you want an extra dc6 or a better tdb/FS. Its basicly similar to the way Diablo 3 items work.

Can they break server?
Possibly. If they are not well thought it could end up a mess. But if thats actually doable and u put enough thought on this you will make something unique and move mir forward.

This is a fantastic idea, and tonight I will be speaking with Ryan to see how hard this will be to get in.

I think what we would do, if we made some items like this we would make two sets of each items. So for example, a normal DragonRing, and a TwinDragonRing (that increases TDB damage as an example)

Big thumbs up for a nice refreshing idea.

-Apocalypse Team
 

squall777

Golden Oldie
Golden Oldie
Apr 3, 2004
987
16
154
Also if you make these an update from a previous item (like u mentioned Dring) then you could also have it drop from the same mobs that drop drings but obviously quite rare and that would make hunting subs and older caves still worth it even after a few updates.
 

Saskia

Dedicated Member
Dedicated Member
Oct 24, 2004
225
0
43
Middlesbrough
I think this would be cool if it was like added items. Sometimes you get items with added stats, and sometimes its pretty usless, eg sc on a hooked spear. If these buffs were quite rare added stats, could see warriors running round in ruby rings for the TDB damage.
 

JoeDunn

Banned
Banned
Veteran
Jun 16, 2009
1,081
162
149
you could even add negative stats on items as well, like items having better stats than the orginal with -10% TDB damage ect would change thing up alot
 

DiabloVodkaShot

LOMCN VIP
VIP
Feb 20, 2009
2,285
204
245
Interesting suggestions guys, something which we will definitely discuss with the server team.
 

WargodSius

Dedicated Member
Dedicated Member
Aug 5, 2013
2,380
33
110
Brilliant idea but they would be massively difficult to balance.

If I get a skele ring with +10% TBD damage for example, there would be no ring ingame that would encourage me to unequip that (PARA!). What's the best dc ring in game at the moment? I'll guess a total of 10 DC (2-8 or some such). That's say 5-6 ring 'upgrades' in level, but that Skele ring is still more favourable.

It gives choice yes I guess, but at the same time it removes it.

Think Diablo 3 with the ring that reduces set bonus requires to one less item - 99% of players were using it endgame. Cool item, but it makes it too cookie cutter.
 

Xx69xX

Golden Oldie
Golden Oldie
Dec 2, 2005
2,152
159
250
Brilliant idea but they would be massively difficult to balance.

If I get a skele ring with +10% TBD damage for example, there would be no ring ingame that would encourage me to unequip that (PARA!). What's the best dc ring in game at the moment? I'll guess a total of 10 DC (2-8 or some such). That's say 5-6 ring 'upgrades' in level, but that Skele ring is still more favourable.

It gives choice yes I guess, but at the same time it removes it.

Think Diablo 3 with the ring that reduces set bonus requires to one less item - 99% of players were using it endgame. Cool item, but it makes it too cookie cutter.

I see the concern, but it could be a great way to adapt different play styles, so with rings for example having a max of +3% a player would have to stack all 10 items just to get 30% increase, they would likely lose 20ish dc to do so, which in tern will equate to the same damage output.

There are ways around everything, and we will discuss this further tonight as a group.


-Apocalypse Team
 

WargodSius

Dedicated Member
Dedicated Member
Aug 5, 2013
2,380
33
110
I see the concern, but it could be a great way to adapt different play styles, so with rings for example having a max of +3% a player would have to stack all 10 items just to get 30% increase, they would likely lose 20ish dc to do so, which in tern will equate to the same damage output.

There are ways around everything, and we will discuss this further tonight as a group.


-Apocalypse Team

Yeah I was just pointing out it's going to be massively hard to keep tuned correctly.

I suppose having to have above a certain level of DC to do any dmg at all with the calculations will stop people hoarding the shitter items but with good +dmg bonuses.
 

Stavros

LOMCN Veteran
Veteran
Jan 25, 2014
335
64
55
anything happening in regards of tao items (think ive raised this with someone before)

either make DC worthwhile on a tao or change them for survival stats?
 

TheDayIDie

Banned
Banned
Dedicated Member
Jul 29, 2011
4,071
99
135
UK
The amount I would have to code in to get this to work (for every spell) would probably be huge. I'm also coming up to my exam period and won't be as active over the next month. It's a choice between continuing on our current features and trying to perfect them or to create a basis of this system.

Don't get me wrong the idea is great but I don't know realistically if it will be done before live.
 

DiabloVodkaShot

LOMCN VIP
VIP
Feb 20, 2009
2,285
204
245
The amount I would have to code in to get this to work (for every spell) would probably be huge. I'm also coming up to my exam period and won't be as active over the next month. It's a choice between continuing on our current features and trying to perfect them or to create a basis of this system.

Don't get me wrong the idea is great but I don't know realistically if it will be done before live.
Exactly my thoughts, perhaps a addition later on.
 

jaffar91

Dedicated Member
Dedicated Member
Apr 10, 2011
1,335
25
134
this is a great idea if it isnt impossible ;D it would be a great way of changing the focus away from Luck+7 etc, (which i hope wont be obtainable on this server)
 

squall777

Golden Oldie
Golden Oldie
Apr 3, 2004
987
16
154
The amount I would have to code in to get this to work (for every spell) would probably be huge. I'm also coming up to my exam period and won't be as active over the next month. It's a choice between continuing on our current features and trying to perfect them or to create a basis of this system.

Don't get me wrong the idea is great but I don't know realistically if it will be done before live.

Yes thought so. Its understandable.

Also no having it as a random add on random items isnt what i meant. Instead more like xx69xx said legendary versions of existing items.

So there could be a legendary coral ring with that tdb increase dmg for which u would sacrifice dc to get but no other item ingame would give that bonus. Rest items would give something like:
-less cd on fs
-can shoulderdash ppl 2lvls bellow u
-rage gives 10% more base dc
-sd now makes target yellow and does ur dc x2 dmg
-halfmoon does 30% extra dmg
-etc etc

In general play with every single spell in various ways. Just use ur imagination instead of sticking to just dmg dmg dmg
 

TheDayIDie

Banned
Banned
Dedicated Member
Jul 29, 2011
4,071
99
135
UK
I was thinking this with something more along the lines of having sets based on specific spells e.g. a a pet set. 2pieces. Can summon an extra pet, 3pieces give pets 10% more defense, 4 pieces make pets automatically level 7 on cast.
 

squall777

Golden Oldie
Golden Oldie
Apr 3, 2004
987
16
154
I was thinking this with something more along the lines of having sets based on specific spells e.g. a a pet set. 2pieces. Can summon an extra pet, 3pieces give pets 10% more defense, 4 pieces make pets automatically level 7 on cast.

This could work as well i guess but that way seems to be limiting itemisation a bit instead of giving ppl options and decisions. Maybe u could compine em.
 

IceSlice

Golden Oldie
Golden Oldie
May 24, 2005
1,320
207
250
Habs head rent free
This could work as well i guess but that way seems to be limiting itemisation a bit instead of giving ppl options and decisions. Maybe u could compine em.

What you've actually suggested, Arcadia already has it lol. can increase ice damage fire damage Dark damage which is Tdb and loads other stats. Also you can have like -ice damage 10% or something random on items that come up too its really good. if you downloaded it and popped on there you'd see it. on most peoples kits
 

squall777

Golden Oldie
Golden Oldie
Apr 3, 2004
987
16
154
Yes indeed its similar but again you are sticking to the dmg part while you could alter the spells any way u want similar to Diablo spell traits.

- Skeleton red poisons on hit.
- Repulsion now does damage also
- Gain lvl4 of X spell
- Magic Shield now absorbs 50% less damage but returns 50% dmg to attacker
- CHM now hits like FF (double range)

These are just examples so dont bother with how OP or not they are.

What i suggest is way more difficult, complicated and creative to some % extra dmg or %dmg mitigation.
They basicly change the way spells fuction. The way Arcadia has it is similar but the simplest way of making it and probably not worth doing so since just adding % extra dmg items well...might as well add more dc/mc/sc on items. Dont see anything innovative in just that.
 
Last edited:

IceSlice

Golden Oldie
Golden Oldie
May 24, 2005
1,320
207
250
Habs head rent free
i get you :P, does sound good. but yeah does seem like it'd be hard, it will be a big thing to put into a server imo. but would be Very outstanding and unique.
 

squall777

Golden Oldie
Golden Oldie
Apr 3, 2004
987
16
154
Well there could be an easy-messy way to do this.

Lets say Legendary Power ring reduces CD of FS by 2sec. The messy way to put this in a server would be:
- Code a spell named "FlamingSword1"
- Make "FlamingSword1" unlevelable and at lvl0 to have same Damage as FlamingSword lvl3 but 2 seconds lower cooldown
- Copy paste the "FlameRing" code to the "Legendary Power Ring"
- Make it give the spell named "FlamingSword1" and somehow remove FlamingSword from the char if he has it somehow so they dont stack (didnt think of the solution in this but surely there is a way arround with few npc checks perhaps)?
- Make Legendary Power Ring required lvl40-42 so that someone cant gain a lvled spelled he shouldnt.

Thats i guess an easy way to introduce that idea tho its not the best and probably my FlamingSword example was the worst possible considering there is the risk of stacking 2 FSs if u dont remove the normal one somehow.

As long as there is creativity there are solutions to everything and endless possibilities especially on these files.

Perhaps Far and whoever else works on the coding could have a look on it and once they are done with fixing bugs they could work on creating and interface with sliders for this thing to work? It could really take mir into the next level.