[Suggestion]: The Mystic [Pt. 1] - Seals
Posted 30 May 2013 - 06:38 AM
1) There is no such thing as "hidden" anymore in games. Sites like mmo-champ, diablofans, wowhead, and guildwars2guru have made hidden systems a thing of the past. (Even in Diablo2 players checked sites to figure out what runewords to use.) Instead, allow players to find/make/learn Heroic Seals, and have Heroic Seals require certain Primary/Secondary seals in order to activate.
2) Don't cause the player to lose everything when a seal breaks. Rather, I suggest that, no matter what, a seal upgrade is guaranteed to succeed provided players can overcome the mobs summoned from the altar. If players die to the mobs at the altar, they simply get the original seal back and can try again. (Remember that "failing" can also be caused by things such as a player's internet going out, or their computer crashing. Losing that much effort for something that might be beyond the player's control is too harsh.) As for seals breaking, as I said seals are guaranteed to upgrade upon defeating the monsters. However, if a seal breaks upon being upgraded, then it simply cannot be upgraded again. At that point players must decide to either use it or sell it as is. They still get the reward for having put forth the effort to create the seal, but the "best case" remains having an unbroken seal.
3) WAY too much complexity, and probably the reason your design (as amazing as it is) will not get implemented. Remember that for every "thing" you add to the game you have to balance it with every other "thing". A bonus on a seal might work perfectly when applied to a sword or dagger on a Barbarian, but apply it to a hand crossbow and then pick skill X and suddenly the Demon Hunter's damage goes completely insane and she absolutely melts MP10 elites without even trying. It takes a LOT of time and effort to test for outliers such as this. In addition, with so many choices you're going to end up with a lot of "options" that are simply wrong. Then on top of that, you've created a lot of extra stuff players will need to put into their storage.
Look at your design and decide what the core idea is, what makes this thing "fun"? Once you have that, simplify everything else around it.
I think the basis of your idea is solid and looks like it could be a lot of fun to play with. But I think there is also a lot of extra fluff that could be cut away to make the idea that much better.
Posted 30 May 2013 - 05:17 PM
And keep giving your feedback!
Posted 30 May 2013 - 06:08 PM
Posted 01 June 2013 - 10:03 AM
I just wanted to give some utility to white items, but anything is possible
Posted 01 June 2013 - 01:15 PM
Posted 10 June 2013 - 10:06 AM
as a suggestion I would stick to procs and passive effects since you can only have 6 abilities anyway so it won't make any difference in the amount of buttons you have to press (if that was part of the reason for the skill system).
I also think the system is a little too complex and the items might be a little to good with 9 affixes potentially 12, but I guess that's more of a balance thing.
with items this powerful I think it would be fine to have a limit of just 1 for each slot.
An almost completely different look on this system would be to make the seal just 1 item and then have it follow you from level 1 to 60(100) and have it level with you and you'd have to make choices along the way. it would kinda be like having a 2nd character but one that you can't just respec, you'd need to relevel it if you want to do something else with it. I think that would give some of that feeling of consequence when you make choice that a lot of people have been asking for. I don't know, just throwing it out there.
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