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Magical Trevor
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« on: April 12, 2009, 10:05:03 PM » |
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Probably going to get shot down, but I thought it might be worth mentioning.
<MageBill> It'd be cool if there was a jewel that increased the level of an item by like 5 and also increased the mods and power by about that much. You'd have to make them pretty rare, though. <MageBill> Or Jewels of Power that increase the rarity/type. Legendary JoP makes something Legendary, etc.
What I mean by the first is increase the mods of the item relative to the item Req increase. So if you use it on a Lv1 Rare item, it'd become the equivalent of a Lv6 Rare items (mods and power increasing in strength to be comparable to a Lv6 rare). Only Legendary, so they're harder to get.
I'd suggest making the jewels of power anywhere from 2x as rare to 5x as rare as an item of the same quality. Rare, Super, and Legendary only.
Also, let's borrow more of the 'Diablo II' method for jeweling. Limited the number of Jewels per item and increase the chance of success to 98% for Legendaries, 95% for Supers, 93% for Rares, 90% for Uncommons.
Edit: Expanding on the idea of a Diablo II-styled system: Give items a 'Slots' stat. A random number between 0-8, we'll say. You could also pay the smith to add 1 extra slot, cost dependent on the level of the item. Make a hard cap of 8 slots, though. And make it expensive to add slots.
Something like: (5000 x LvlReq) x Slot#
To add a 2nd Slot to a Lv5 item would cost... (5000 x 5) x 2 = 50,000$
Edit 2: For the Jewels of Power that increase the rarity level of an item, to avoid turning a decent Uncommon into a Legendary with one jewel, make it so that you have to use a Rare jewel on an Uncommon item, Super jewel on a Rare item, and Legendary jewel on a Super item for it to work and upgrade the item.
This way... 1) more of the item's maxed slots are used up 2) an uncommon that you want to upgrade will never be as strong as a legendary that you find, because of the fewer number of slots available to upgrade it.
Also, the high price to adding sockets is due to the fact that if you have 8 possible sockets on a Lv200 weapon, that's a ridiculous amount of mods that you'll add to it. (This is assuming you also take my suggestion on Jeweling chance being at least 90%, if not 100% in DII tradition.)
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« Last Edit: April 13, 2009, 06:59:39 AM by Magical Trevor »
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SamAdams
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Ignorance is piss.
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« Reply #1 on: April 12, 2009, 11:55:14 PM » |
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I miss jewels of power, but not in the sense that you are talking about. The rarity change thing would be cool, but it'd have to be very freaking rare.
the level increase thing seems like it could be fashioned into a truly amazing idea if done right and if possible.
And the last suggestion is my favorite. no more 1/4~ broken items and hearts. Back to the old days when jeweling was fun and worth doing. The limited number of them on an item thing makes it brilliant, IMO. Go Diablo II, GO!
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(\_/) (O.o) (> <) (") (") 
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Magical Trevor
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« Reply #2 on: April 13, 2009, 12:10:04 AM » |
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Thanks, Zero.  Glad to have your input. At least I know I'm not just talking crazy. And yeah, the Jewels of Power would be about 1/50000-ish for a Legendary. About half as rare as Supers used to be, so.. yeah. That's what I'd like to see, anyway. Expanding on the idea of a Diablo II-styled system: Give items a 'Slots' stat. A random number between 0-8, we'll say. You could also pay the smith to add 1 extra slot, cost dependent on the level of the item. Make a hard cap of 8 slots, though. And make it expensive to add slots. Something like: (5000 x LvlReq) x Slot# To add a 2nd Slot to a Lv5 item would cost... (5000 x 5) x 2 = 50,000$
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Svirfneblin
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Svirfneblin
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« Reply #3 on: June 01, 2009, 03:34:18 AM » |
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I like the idea, maybe a little more thought out though (no rejection towards you, only more about the drops and % of working)....
Again with the DII, what about jewelwords?
IE:
Super rare (1/200,000) jewel which adds: +100str/def Super rare (1/200,000) jewel which adds: +100str/foc Super rare (1/200,000) jewel which adds: +100foc/def
all of these would equal: +200str/def/foc yet when put together they equal: +150str/def/foc as well as, +1000hp, +500mp, +500ttap
just a thought so you can see where im going.... each super rare/legendary jewel that is "super super rare" can have a name and turn into a "jewel word" or "rune word" in DII.
I'd like it, as I'm sure many others would as well, also it would bring out many more "definative" characters; as well as, a lot of "hidden features" which would needed to be "created" to be found out.... and I know that if I found out a sweat jewel creation: IE: +500 all stats, +5000HP (with of course all 8 runewords exact and no failures) I wouldn't tell anyone, cause I feel its mine and I found it out, so everyone else has to as well...
Well just my $0.02.
Snirf....
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The very existence of flame-throwers proves that some time, somewhere, someone said to themselves, You know, I want to set those people over there on fire, but I'm just not close enough to get the job done. *Snirf, the drunken dwarf*
[8:02:00 PM] <Hr0thgar> i give handjobs for food
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Dlorak
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« Reply #4 on: June 28, 2009, 01:44:11 PM » |
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Yeah, I like it... D2's jeweling is a good target to start from and I see some differences that could work for sure in Quest... like adding more slots.
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Magical Trevor
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« Reply #5 on: July 01, 2009, 01:41:24 PM » |
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I do have one thing I wish to change from my original post. Also, let's borrow more of the 'Diablo II' method for jeweling. Limited the number of Jewels per item and increase the chance of success to 98% for Legendaries, 95% for Supers, 93% for Rares, 90% for Uncommons.
Instead of that, to help with the 'risk-vs-reward' idea, why not reverse those percentage chances. (80% Legendary, 82% Super, 85% Rare, 90% Uncommon) That way, it'd be less of a risk to put 6 Uncommon Gems into an item, but less of a reward.
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Reaper09
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« Reply #6 on: July 12, 2009, 04:53:19 PM » |
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That's a beautiful idea 
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