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Author Topic: New Armor Unittypes  (Read 2342 times)

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New Armor Unittypes
« on: »
I will be creating the following Unittypes for each armor type and item Tier

Cloth - Embermage (Focus Themed)

Light - Outlander (Dexterity Themed)

Medium -Berserker (Strength Themed)

Heavy - Engineer (Heavier Strength Themed)

For example
Legendary Belt Cloth
Legendary Belt Light
Legendary Belt Medium
Legendary Belt Heavy

Reasons

- Better class specific drops
- Better control of item bonuses and where they go (no wand bonuses on heavy armor for example)
- More variety in armor drops
- Better random items
- Help to differentiate armor so they don't all feel the same

It isn't as much work to get it set up as I was thinking.  So it's very doable.  Getting the affixes organized and created is going to take longer, but will be worth the effort. 

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Re: New Armor Unittypes
« Reply #1 on: »
This sounds great RnF!

Your last sentence is about what I suspected, that the affixes are the bigger chanllenge :)

Are you making totally new ones? How can we help you? just ideas or some other way (or stop asking you questions and let you get to work LOL!)?


Re: New Armor Unittypes
« Reply #2 on: »
This sounds great RnF!

Your last sentence is about what I suspected, that the affixes are the bigger chanllenge :)

Are you making totally new ones? How can we help you? just ideas or some other way (or stop asking you questions and let you get to work LOL!)?

I will most likely disable most of the old ones and make new ones.  It will be a couple weeks until I get to this point. 

IF anyone wanted to help, organizing the possible effects for each armor type would be helpful.  Making most of the affixes actually goes quickly.

Re: New Armor Unittypes
« Reply #3 on: »
While your doing this you might have to reconfigure which graphics are used at what stage of the game..

there are a lot that can be altered and used with this idea, its definitely one way to add uniqueness, one thing I personally would caution thou is making too many of them class restricted.. Why can't a berserker wear cloth and be a mage, or a mage wear heavy.. of course they might not WANT to wear them, but you might find reasons where you do want to sometimes.

Re: New Armor Unittypes
« Reply #4 on: »
I actually will be removing class requirements.  A Berserker could wear cloth if they wanted too.  I am a big fan of doing what ever you want... as long as you meet the requirements for the armor.

I was planning on making each armor type basically Magic, Ranged, Dual Wielding and 2H Weapon based (or something like that).  I put the classes up there for a reference point.  I do not plan on making them class restricted.

I was thinking I was going to have to change some graphics... Some of the Heavy armor looks like cloth and some cloth looks like Heavy armor (set stats dictact what is what)
« Last Edit: September 07, 2014, 08:19:48 am by RnF »

Re: New Armor Unittypes
« Reply #5 on: »
I can pitch-in when you get to the graphics part.


 

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