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Author Topic: 4 new equipment slots  (Read 1193 times)
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Dlorak
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« Reply #20 on: November 07, 2007, 10:21:53 PM »

For durability loss, armors cost didly squat right now and that needs to be increased.
Yeah, look for a tweak next version.

Gloves should have a percentage of a chance to lose durability during an attack due to ware and tear while holding the armament. Gloves will then help to reduce weapon and armor durability rates.
chance for durability to go to direct on a ranged attack: Weapon; 80. Glove; 20.
chance for durability to direct on an average attack: Weapon; 65. Glove; 35.
chance for durability to direct on a berserk attack: Weapon; 95. Glove; 5.

Boots protect your feet, the most essential part of your body in combat. Boots eventually degrade while walking around in real life, and this should be applied here.
Chance for durability loss while running away from battle (using Flee, not panic): 10
Chance for durability loss while dodging an enemy attack: [between 0 and 1]

Helms protect your head, a hit here would be fatal. While parrying you still take damage, and as such these should affect your equipment.
Chance for durability to direct on a parry: Helm; 50. Weapon; 10. Chest piece; 30. Glove; 5. Legging; 5.

Now for a defensive hit, I believe it should align something more like this:
proportions: 40% chance chest, 5%Gloves/15% Boots/20% Legs /20% helm
Thanks for the post... good stuff... I like the idea about gloves dur loss on attacks and boots on flee/dodge.

Its a fine balance between realism and practicality for item balancing, not sure how it will play out, but the logic used here (plus the less ideal realities of coding it) will definitely determine the final product.

I sorta like what was suggested at one point: Making them able to drop for a certain amount of time.  i.e. An event.

Would be nice to have items like this Drop for "x" amount of time to encourage players to level to get these items.  Could make items actually rare seeing as you can only get them (and only certain items) and different times.  TO BE FAIR the shop could also sell them BUT at am EXTREME cost.  During these events however the item drop rate for them would be slightly higher then that for other rares of that level range. (if for in future updates items for each monster level are added)  This could open open future possibilities for items/equipment for holidays an such just to wear around but have no significant purpose.
Whoooo, support!  Cheesy
Yeah, there sure is plenty of opportunity for one-offs.

With the new armor slots being added would it be possible to make "armor sets"?  Say that you have Cerb hide, cerb gloves, cerb helm, cerb boots, and cerb leggings when all are equipped you can an additional boost to hp, str, dex, def, or int.  Just food for thought.
Yeah, sets are in a lot of other games and no denying that it's a cool idea to steal for quest... We can throw in some (hidden?) combination bonuses too. Something like "fire boots" + "wind leggings" = +50dex... lotsa potential


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« Reply #21 on: November 08, 2007, 04:25:16 AM »

For sets...
We already have archi robes and archi wands...
why not add archi sheild and archi helmet, Fenrir's boots, Palidin's gauntlets, etc... We have named items, why not make those items sets... Then add X% to all stats. Since the extra items will be expensive and possably limited time to get these items, it would make them that much more valuable.

I would enjoy these items for now at least to be event items, and you can not get them after the event. However a set end date should be posted...

I also think the drop rate for standard items should be decreased, so it takes more battles to find lvl 8's. 1:8000 is too few...

What items are going to be added? Like what classes of items? What do we have sprites for? Leg armor / boots / helmets / gloves / etc... you mentioned those earlier, but do we have sprites for them? Perhaps adding sheilds in the mix instead of one of those would be a good idea, depending on what sprites are avaliable. If we know whats going to be added we can better decide how durability should be divied out...

All items should be given a durability number... Robes could be less than armor, etc. This would allow for every item to individually have a set dur, making it easier to make one item higher dur or one item lower dur. This would also be able to calculate cost better.

And please, please, please, please, PLEASE dont nurf mages too much... We are screwed enough as it is with soo few armor / weapon choices, mages deal less PK damage, and sure we do more damage, but fighters can fight faster... My lvl 800 mage is lvling about every 18 - 20 mins, Nooblet at lvl 1007 ish lvls every 15-18 mins. Mages are nurfed enough as it is, dont make them worthless... Perhaps a set of "extra slot" items for mages, to add to INT and MP... INT mods would OWN!
« Last Edit: November 08, 2007, 04:35:14 AM by Jon_Deciple » Logged

Keseka
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« Reply #22 on: November 08, 2007, 08:27:35 AM »


Helms protect your head, a hit here would be fatal. While parrying you still take damage, and as such these should affect your equipment.


Since you used logic for the other ones, what are you doing? Parrying with your head? Considering a hit there would be fatal, I think monsters would 'likely' aim for the head area as well. Drop chest chance to 35%, and raise helm chance to 25%

It is assumed that the mob is already aiming for your chest/head, and that your parry glances the blow slightly higher. I only put helm so high because otherwise helms will last far longer than the rest.
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