Item Ideas

oO~Unknown~Oo

Banned
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Dec 4, 2007
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Some things are easier said than done but I do like most of people's ideas, it would be good to see the server go down this route, something unique in mir.
 

sarafino

Dedicated Member
Dedicated Member
Apr 21, 2012
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Plenty of potential, would have to be done correctly though in my opinion. This would mean dedication to the coding and the time it will take, as DVS already said he can't at the moment, maybe this can be something to focus on for an update. Even adding something as unique as this at a later part of the server, it'd still be massive.

The main issue, it could cause major unbalance. If it was me I'd have it so the added stats/new items, gave a percentage chance of an increased hit on X spell, as opposed to (example: 30% increase in tdb). For instance, say a 13% (random number plucked out of thin air, but you get the gist) chance of a x2 hit with TDB or FS etc. It still makes the item worth having, without making it particularly OP.

E.g. Magic Shield may decrease damage taken by 50%, chance being 8%. Again random numbers, but not overpowered, and although number seems low, it could still be critical to survival. Obviously should this be implemented as this scenario suggests, the numbers will have to be worked out by the team, but I'd think this would be a smarter way to go, to limit and major imbalances it may cause.
 

squall777

Golden Oldie
Golden Oldie
Apr 3, 2004
987
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Well sara u could have the %s lower and avoid adding even more RNG in the game than there is already.

In my personal opinion (but thats probably just me) i do like OP items ingame as long as they are accessible to ppl and to all classes. For example euro had pro rings and para rings which SORT OF countered each other and also a lot were in the market so there wasnt just a single pro-ring wiz dominating server.

Also you can completely avoid the whole % of dmg and dmg mitigation part and just focus on kinda altering the way spells work. How OP can be a SD that damages ppl or a SD that you can use on ppl couple lvls lower than you (dont forget you are supposed to lose even a little stats to use those items).

I dont believe my idea can be implemented at least to the extend i picture it to this server which seems quite "serious" and is nearing launch time but part of it could be used slowly in a future update perhaps?

Worst case scenario its just some food for thought that could even be used in another server but just posted it here since server team seems to put enough effort and be openminded.
 

sarafino

Dedicated Member
Dedicated Member
Apr 21, 2012
105
0
42
Well sara u could have the %s lower and avoid adding even more RNG in the game than there is already.

In my personal opinion (but thats probably just me) i do like OP items ingame as long as they are accessible to ppl and to all classes. For example euro had pro rings and para rings which SORT OF countered each other and also a lot were in the market so there wasnt just a single pro-ring wiz dominating server.

Also you can completely avoid the whole % of dmg and dmg mitigation part and just focus on kinda altering the way spells work. How OP can be a SD that damages ppl or a SD that you can use on ppl couple lvls lower than you (dont forget you are supposed to lose even a little stats to use those items).

I dont believe my idea can be implemented at least to the extend i picture it to this server which seems quite "serious" and is nearing launch time but part of it could be used slowly in a future update perhaps?

Worst case scenario its just some food for thought that could even be used in another server but just posted it here since server team seems to put enough effort and be openminded.

Yeah, either way the numbers have to make sense as to not cause an unbalance.

I do agree with you, that there definitely is room on any server for some "OP" items. Not sure about para/pro's they seemed to work to an extent on euro because there was no way (for long periods of time(odd event)) to sustain item dura. Hopefully, there isn't any dura protection perks e.g. hard torches. It limits the economy and imo limits the options of "OP" items such as paras and pro's ever even having the possibility of being introduced. Only way I can possibly see this not being an issue, is if you could somehow make it so a individual characters can only wear X amount per week/month? That still allows a gameshop option (I realise it's needed to help run the server) but also doesn't completely take away from other aspects.
 

Piff1

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Apr 17, 2015
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Love these idea's defo think something like this should go in, it's unique and never been done and most people who play mir have been playing since euro around 10 years or more and i'm getting to point where i only want to play server's that have something refreshing and new to do like last time i remember somebody doing something this unique is when Ben had his fully working Sub class system in Oldskool and i really enjoyed that as it was something completely different.

N1 idea squall