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Mod Projects => Kva3imoda's Playground => Topic started by: Kva3imoda on April 05, 2015, 09:43:32 am


Title: My "The Dark Palace" Item System.
Post by: Kva3imoda on April 05, 2015, 09:43:32 am
It's all about my "Dark Palace" mod.

This topic about my point of view on "Items" in general. Let's talk about it.

"Items" is an important part of the gameplay. Creating a good and necessary game items is time-consuming process, so you need a good plan how to organize this part of the gameplay.

Items are closely connected with a playable character and RPG-system.
About my planned RPG system, you can read here : "Dark Palace" - Dungeon crawler (http://forums.runicgames.com/viewtopic.php?f=47&t=59231&hilit=Dark+Palace). Yup, this is a very old topic.  :D
In recent days, I rethought some things, but generally all the same. Now I plan to use only 50lvls of character and it is connected with my Item system.

My plan.

1. Simplified inventory.

This scheme has significant advantages in the creation of game items.
Let's compare with the standard inventory.

(http://i.imgur.com/dPWo8Pv.png)

Disadvantages:
a) We have a smaller amount of items (11 vs. 12).
I do not think that does it matter because the amount is still sufficient for customization.

b) Less flexible system for the character appearance. (2 vs. 6)
Well, actually this has pros and cons, it depends on the point of view. I like harmony, and beautiful appearance with "full armor".  :)

Advantages:
a) My scheme is a little bit more logical.
Our character has 6 fingers - so there are 6 rings.

b) Always beautiful appearance! (2 vs. 6)
*look above  ;)

с) We have many "green" items and only 2 "blue" items
It is very convenient because there is no need to configure a Wardrobe in this items.
Like in "blue" items:
Code: [Select]
[WARDROBE]
<STRING>RACE:HUMAN
<STRING>GENDER:MALE
<STRING>MESH:media/wardrobe/_lvls1_10/berserker_01/hum_berserker_01.mesh
<STRING>TEXTURE:media/wardrobe/_lvls1_10/berserker_01/hu_ber_01_boot.png
<STRING>SET:BOOTSSTANDARD
[/WARDROBE]
As you know, I plan to use a lot of non-standard character models and for me it is very important. In my scheme I need to configure only 2 "blue types" of items (Chestplate(Full Armor) & Helmet).

d) I have only 4 Types of Armor. (4 vs. 9).
This is great for creating game items and work on balance. Big time savings.

e) Most "green" items - is rings!
Yeah, it's really cool. It's incredibly convenient.  :D Convenient for bonuses (you can use any and it would be logical). Has simple icons(you can create dozens like Rainbow Redux by Oats (http://steamcommunity.com/profiles/76561198010645000/myworkshopfiles/?appid=200710) ) and simple name (just a "ring", not "gloves/mittens/gauntlets/handguards"). Simple for the configuration and balance.

to be continued...
Title: Re: My "DP" Item System.
Post by: Kva3imoda on April 05, 2015, 02:17:47 pm
2. Tier System.

What it means "Tier"?

Tier - technically, this is a Item level, but there are differences.

Level - associated with each character level.
Tier - associated with a character level interval.

Char 1lvl - Item 1lvl - Tier 1
Char 2lvl - Item 2lvl - Tier 1
...
Char 53lvl - Item 53lvl - Tier 6
...
Char 78lvl - Item 78lvl - Tier 8
Etc.

Why I plan to use Tiers?

Well, I think it's more convenient. Require less time to create all necessary items. There is no need to do a "Long" 100lvl - graphs.
Moreover, a player is likely not notice the difference and I will explain why.  :)
Now, the original system is "too overloaded". We have a lot of items, but they are not much different.

Let's say we have two different axes -
Axe lvl5 & Axe lvl6.

Axe lvl5 have 120-125 damage
Axe lvl6 have 125-130 damage
 - difference is insignificant. Player does not have incentive to seek a second Axe, because it is almost identical to the first one.

But if we look at other two axes -
Axe lvl5 & Axe lvl10.

Axe lvl5 have 120-125 damage
Axe lvl10 have 145-150 damage
 - now we see a significant difference between these Axes.

Therefore, we do not need intermediate variants. We just keep and use Axe lvl5 & Axe lvl10. Gap between levels we will fill using the "rarity". Characteristics / bonuses: Rare Item = 1.2 Normal Item, Unique Item = 1.4 Normal Item

I plan to use 50 character levels, so I use 10 Tiers.

Tier1 for 1-5 Character level
Tier2 for 5-10 Character level
...
Tier9 for 40-45 Character level
Tier10 for 45-50 Character level

This is handy - for each Tier will match its own parameters(armor, damage, bonuses), icons and 3d-models(we have about 13-19 models for each type of weapons and armor. 10 we use for Tier1-Tier10, the other for unique items).

Also, I removed all information about item level.  When you find an item, you can not know what level has this item. I believe that this information is not critical and only distract from important information.
Items without level - it is very convenient.  :-\

For example, you can put a Normal high-level Item in the the starting location.
Yes, is a Normal Item, but has high characteristics.
If the Player will see information about level of this Item, it may arouse suspicion
 - "Why I find an high-level Item in a low-level location? Maybe it is a bug or cheating?"
 - "Nope, you just found a Super-Mega Сool Item!"
But we do not have information about the Item Level and now it's not a bug - it's a feature that allows us to create and use one Item(Normal high-level Item) instead of two (Mega Cool low-level Item & Normal high-level Item).

Something like this:
(http://i.imgur.com/H33YiiB.jpg)

You can see that Normal Axe Tier3 much better than Normal Axe Tier1 and without information about the Item Level you can use it.

to be continued
Title: Re: My "DP" Item System.
Post by: Kva3imoda on April 05, 2015, 10:21:18 pm
3. Divide and Conquer.

"Divide and Conquer" is my main rules for my item system.  :)

My goal - to get a comfortable, simple and understandable system. To implement this I have some ideas

a) Armor

We have 2 "blue" items - "The Real Armor" and 7"green" items - "Jewellery".

It is logical that "The Real Armor" gives us a Real protection - Armor Points, but "Jewellery" does not have Real protection.

Therefore, the "blue" items(Helmet & Chestplate) will be the main source of Armor Points. I plan to use the following proportion:
Helmet gives us 1/4 Total Armor Points and Chestplate - 3/4 Total Armor Points.

"green" items (Amulet & Rings) does not have the Armor Points.

About bonuses.

Different types of armor will have its own unique bonuses. I do not have the final version, but there are some ideas.

Amulet - can have Proc skills
Helmet - can have a Stun protection, Medium health bonus, Big Intelligence bonus
Chestplate - can have Big health bonus, Big Strength, Dexterity, Vitality bonuses
Rings - can have many small bonuses(health, mana, stats, AS, RS etc.)

Unique items can have any bonuses in any quantity. Most likely it will be a coolest 1-3 bonuses.

If you have any suggestions about it, please write to me.  :)

Well, let's continue.

The main problem of the game now - is the lack of protective mechanic. It would be nice to have a parry, dodge against skill, and so on. But we do not have this.

My goal - force to work the Armor mechanics as it should.
Why Armor does not work?
I have my own opinion on this matter, and the main problem - a very high critical damage. It looks like Damage = 50k, and you have 2k armor, of course it is very wrong.
Armor should be comparable with the Damage, then it will work.


to be continued
Title: Re: My "DP" Item System.
Post by: Bill Hartman on April 06, 2015, 05:30:47 pm
Spoiler (hover to show)

Does this mean you are reworking all of the chest armor models? Wow...very ambitious! Maybe you and Epoch could collaborate on items.
Title: Re: My "DP" Item System.
Post by: Bill Hartman on April 06, 2015, 05:32:54 pm
Spoiler (hover to show)

Love the tier system...do you plan on having item qualities beyond Legendary? In addition to the your item tiers, maybe you could have the following item system:

Gray--Poor items
White--Standard item
Green-Enchanted
Instead of Blue, use Yellow for rare items.
Use Blue items as Epic instead of Unique items (since the items are not actually unique--I have had multiple 'uniques' in my inventory)
Legendaries as in the game

If Epoch gives permission to use his item level up mod:


Mythical Items using Epoch's item level up mod.
Relic items using Epoch's item level up mod.
Artifacts items using Epoch's item level up mod.

Epoch/Kva: Opinions?
Title: Re: My "DP" Item System.
Post by: Kva3imoda on April 06, 2015, 07:46:29 pm
Does this mean you are reworking all of the chest armor models?

Nope, I just use my knowledge about Wardrobe -mechanic. I have some experience (http://forums.runicgames.com/viewtopic.php?f=47&t=56934&hilit=Suit) with that stuff.  :)

Love the tier system...do you plan on having item qualities beyond Legendary? In addition to the your item tiers, maybe you could have the following item system:

Gray--Poor items
White--Standard item
Green-Enchanted
Instead of Blue, use Yellow for rare items.

Use Blue items as Epic instead of Unique items (since the items are not actually unique--I have had multiple 'uniques' in my inventory)
Legendaries as in the game

Long ago, a couple of years ago, I made this table:

(http://i.imgur.com/bJRSLQb.png)

You can see that Torchlight color scheme is sufficient. Yup, Torchlight use a different color, but it does not matter. The main thing - how it works and I do not want to waste time on a color change.  :)

I do not think that broken/trash/inferior items must be added to the game. This unnecessary items that will interfere.
Title: Re: My "DP" Item System.
Post by: Bill Hartman on April 06, 2015, 08:12:34 pm

Long ago, a couple of years ago, I made this table:

(http://i.imgur.com/36x1aWU.png)

You can see that Torchlight color scheme is sufficient. Yup, Torchlight use a different color, but it does not matter. The main thing - how it works and I do not want to waste time on a color change.  :)


Hi Kva,

No need to waste your time on a color change (yellow, blue) when I did that already. Epoch and I want to make an additional item tier beyond Legendary...Mythical--using his item levelling system.

On a totally unrelated note...I guess you are from Russia and you say you are from the 'End of the Earth' if I recall correctly...Vladivostok? So much history there...borders North Korea, battle of Tsushima nearby..Kurile Islands dispute to this day. Wow.
Title: Re: My "DP" Item System.
Post by: Kva3imoda on April 06, 2015, 09:56:27 pm
No need to waste your time on a color change (yellow, blue) when I did that already. Epoch and I want to make an additional item tier beyond Legendary...Mythical--using his item levelling system.
Hi Bill

I got it.  :)
But in any case, it is not my priority. I need to do a dozen things, then maybe I'll think about the colors.
Moreover, if you use the method of inserting/replacing a Color Code in a title or description. Then it's does not approach me, because this method breaks all standard translations in any language. This can be a problem. I want to use most of the unique items, without changing the translation.

Vladivostok?
Yup.
Torchlight Modding unites people all over the World!  :D
Title: Re: My "DP" Item System.
Post by: gytfunke on April 06, 2015, 10:31:55 pm
Wish I had been modding TL2 when I lived in South Korea.  I might have come visit you.  Now it's so far away...
Title: Re: My "DP" Item System.
Post by: Kva3imoda on April 06, 2015, 11:18:10 pm
I might have come visit you.  Now it's so far away...
Maybe someday, who knows...  :)
Maybe someday we'll go to visit Pha!  ;D

since the items are not actually unique--I have had multiple 'uniques' in my inventory
Oh, I missed it.
Yes, I agree that it is necessary to do something with unique items. They must be truly unique. I saw the option "unique for world" for units, but not yet tried it.
Every unit has GUID, perhaps it is not generated for the second time, but it can cause problems in cooperative play.
Title: Re: My "DP" Item System.
Post by: Kva3imoda on April 07, 2015, 04:31:24 am
I did a shot video demonstration. You can see that the Armor is not broken in the game, yes, it works specific manner, but works fine. Now in the game is broken Dealt Damage (the main problem - too high Сrits)
Also, this video demonstrates how to block the high damage and you can draw a conclusion, why now it does not work - because the game does not have such armor.

http://youtu.be/5arUjO16IKg

all (character, weapons, armors and mobs) has equal 20 level.
Title: Re: My "DP" Item System.
Post by: Kva3imoda on April 07, 2015, 07:10:57 am
I do not know why no one thought about to change Vitality Armor bonus. This is the easiest way to achieve a some balance in the game. And Vitality will be the most useful stat in the game. But no mercy - it needs to be changed radically!  >:(
Now we have a maximum 500 Vitality = 125% Armor Bonus - this is a very small. Absolutely insufficient amount. I do not know how much to do for a perfect balance, but if you do 2000-2500% - believe me, nobody hurt you.  :D
Title: Re: My "DP" Item System.
Post by: Kva3imoda on April 07, 2015, 07:38:39 am
(http://i.imgur.com/ctEFwFT.jpg)

105lvl Dark Alchemist trying to hurt me. I have 2 standard rare rings and Normal Chestplate and + 10 Brutality!  :D
Title: Re: My "DP" Item System.
Post by: Kva3imoda on April 07, 2015, 09:08:02 am
Let's calculate how much should be a Armor bonus?

At the beginning character 1lvl without armor can endure 20 hits. We need a 100lvl character that can endure 20 hits.

at 100lvl
character have
~ 4500hp

can equip unique items 100lvl
~ chest 192 Physical Armor
~ pants 140 PA
~ shoulders 102 PA
~ helmet 77 PA
~ gloves 77 PA
~ boots 77 PA
Total: 665 PA

~ Belt 288/4=72 Elemental Armor(Fire, Ice, Poison or Electric)
~ Amulet 288/4 = 72 EA
~ Rings 2*192/4 = 96 EA
Total: 240 EA

You can see that the elemental armor is substantially less than physical. But for such items, you can easily find a double bonus, triple and even quadruple! Something like this: http://tidbi.ru/eng/item.php?item=engineer_06_ring_alt_c
So you can collect the right amount of Elemental Armor (Fire, Ice, Poison or Electric) if you really want to do this.

Let suppose that our ideal armor = 650 Armor Points

4500HP = 20 Hits * Dt
Dt - Damage taken by Hit

So, our Dt should be
Dt=4500/20=225

The second formula:

Dt= random(101)/100*(Dd - 0.5* Armor)
where
random(101)/100 - a randomly value from 0 to 1
D - Deal Damage (100lvl Normal Monster Deal damage = 3163 Damage)
Armor - our Physical or Elemental Armor

Suppose that "random(101)/100" is equal to average value and = 0,5

Then
225=0.5*(3163 - 0.5* Armor)
Armor = 2*(3163 - 2*225)=5426!

This is our ideal armor!  :) If you have so much armor, then any normal monster 100lvl can kill you for 15-20 hits.
Suppose that we spent all 500 points in Vitality and get the Maximum(Cap) Armor bonus.
It should be as follows: 5426/650=8,347 or 835%

I did not test, this value is just a theory. But I believe in success.  :)

Title: Re: My "DP" Item System.
Post by: Kva3imoda on April 07, 2015, 07:30:05 pm
It should be as follows: 5426/650=8,347 or 835%
More correctly 835% - 100% = +735%  :)
Yes, it can be more, may be less - this is a question of balance. Additionally, you must make a schedule for the lower levels (and smaller values Vitality) and incorporate additional health - Vitality bonus.
Title: Re: My "DP" Item System.
Post by: Kva3imoda on April 08, 2015, 07:24:22 am
Suppose that "random(101)/100" is equal to average value and = 0,5
I believe that this assertion is not entirely true, and we have another scatter. Practice has shown that teh Armor bonus +735% is too large. After spending a couple of experiences I have come to the conclusion that the bonus must be equal ~ +600%

Spoiler (hover to show)
Title: Re: My "DP" Item System.
Post by: Kva3imoda on April 08, 2015, 08:18:27 am
But if you do not like Damage = 1 (like me, hehe  :D). Then you need to find other ways.

Spoiler (hover to show)

Armor = Damage ( 2925 ~ 3163)

You can see that the damage taken more "pleasant and smooth". But there are 2 problems (Vitality gives Absolute Cap Armor Bonus 250% at 1000 Points) and get 20k HP can only be one way (Vitality gives 3600hp at 1000 Points) - to use Skull of Riechliu (http://tidbi.ru/eng/item.php?item=tl2_skull035), because the game has only 10 items with ~Bonus +1000 HP. Or use Enchantment + HP.

Yes, Torchlight is a Diablo-like game, you will need to spend dozens or hundreds hours to get the best equipment, but my mod is not about that. I need a smooth and controlled process for the One passage. If you want to have the best equipment - you should to search better. If you do not want to do it - you have average equipment. But both options allow to complete the game. Like - "If you want to get the Sword of Absolute Power - you must kill Lord of Cruelty", but if you do not want that sword, you can ignore it and move forward - "there you will find Lady of Pain, maybe you want to get the Shield of Absolute Protection?"

Yes, it's all about Balance and my thoughts on how to implement Items and a System of Damage / Armor.  :)
Title: Re: My "DP" Item System.
Post by: Kva3imoda on April 08, 2015, 09:14:02 am
Also, I do not want to use the "long" graphics with large values, I like more small values.
Say all should be reduced by 10 times:
Armor = 65, Damage = 316, HP = 450 it is easier to calculate and use.  :)
Title: Re: My "DP" Item System.
Post by: Kva3imoda on April 08, 2015, 09:23:45 am
And I want to use most of the standard items - names, icons and description (I love them), but these items will have the necessary characteristics and affixes.

Tenebra`s Armor
Tenebra was known as the Shadow Queen of the Black Palace.
Title: Re: My "DP" Item System.
Post by: Kva3imoda on April 08, 2015, 10:05:01 am
About affixes.

I want to change the system of affixes.
All bonuses will be divided into 3 groups:
1. enchanted
2. rare
3. unique

1. This will be the basic bonuses - which significantly affect the balance: +Damage, +HP, +Armor, +Mana etc.
Enchanted items will have only 1 basic bonus.

2. Rare items will have 2 bonuses:
- Middle bonus group1
- Middle bonus -  that can change the balance - AS, RS, Proc, +Stat etc

3. Unique items will have 2 bonuses:
- Big bonus group2
- Unique bonus - it can be anything. This can have both advantages and disadvantages. These can be immunity to damage(But such items will be only 5 in the game foreach type of damage, maybe it will be a set of 2 items). Various other immunities (this will also have monsters too).
I have already written about how I see the unique items. They should be cool. But not all the unique items should be useful all the time.
Say + 100% damage and -100%Armor and you can`t move.
It can be hidden bonuses  :D. You find that item- Sword of Total Annihilation and see "+100% Melee Damage!" and nothing more! ???  Hooray - I am the winner! but... Description says "This sword is cursed and no one brought good luck. All the previous owners died a horrible death"
Yes, you are sure to decide to try it! You try to cheat - switch weapons, you try "hit&run", but one day you make a mistake and die!  :D
Title: Re: My "DP" Item System.
Post by: Phanjam on April 09, 2015, 01:46:55 am
Hi Kva! I have been following this thread and I want to help you (always!).  So I want to ask if there is one part of your idea you want to finish first?  I think it will make the development easier and also easier for others to see how/if they can help ;)
Title: Re: My "DP" Item System.
Post by: Kva3imoda on April 09, 2015, 02:43:24 am
I have been following this thread and I want to help you (always!).
Hi Pha.

If you mean that I need to get something playable, say "the pre-alpha" version.

Well, it needs to finish some mandatory parts.

1. Stat/Passives system - completed for about 60% (I had to go back because of problems. Now I need to rework some parts)
2. UI - completed for about 80%  (it depends on the parts 1,3,6,7,8,9,10,11)
3. Item System - concept stage - finished 10%
4. Items - need a Starter Kit (Tier1-Tier2) for testing - 0% (it depends on the part 3)
5. Locations - for testing possible to use standard location. (locations in the initial stage)
6. The Characters - for testing possible to use a human(say it is ready to 90%)
7. Craft System - concept stage (it depends on the parts 3,4)
8. Pet System - concept stage (it depends on the parts 1,2,7,6)
9. Spell System - concept stage (it depends on the parts 1,3,7,6)
10. Interactive objects - concept stage (it depends on the part 5,1,4)
11. Story/Quests - concept stage (it depends on the parts 5,10,7,8,9)

I never finished it. :D

Now you can see that as long as I do not have a "solid system of all", it is difficult to help with something concrete.  :)
I need to finish 1-3, then I'll do 4.
After I finish 1-6 - we get the pre-alpha version.  :)
Title: Re: My "DP" Item System.
Post by: Kva3imoda on April 10, 2015, 09:23:36 pm
Well, after a long search, I did not find better option than to use the Chthon method - "Armor Fix". But now I have to figure out how to deploy it into my system.  :)
Title: Re: My "DP" Item System.
Post by: Kva3imoda on April 11, 2015, 02:57:24 am
Ok, how does this work.

Player(P) VS Monster(M)

Monster - Normal Monster that deals Level Normal Damage(Dn).
Na - No Armor (Damage taken = deal Damage)
An - Normal Armor = 1/2 Dn
Au - Unique Armor = 1,4*An

Va - Vitality Armor Bonus
Vhp - Vitality HP Bonus

Ha - average number of hits before the player dies.

Let's test how quickly the Monster kills the Player.  :)

I. Max Lvl

1) Vitality=0. Va=0, Vhp=0
 a) No Armor - Ha=4
 b) An - Ha=8  (Armor= 50% Deal Damage)
 c) Au - Ha=12 (Armor~ 70% Deal Damage)

2) Vitality=Max Investigated(Soft Cap). Va=25%, Vhp=0% (No Vhp)
 a) No Armor - Ha=4
 b) An - Ha=10 (Armor= 62.5% Deal Damage)
 c) Au - Ha=22 (Armor~ 90% Deal Damage)

3) Vitality=Max achievable(Cap)=2*Max Investigated. Va=50%, Vhp=0% (No Vhp)
 a) No Armor - Ha=4
 b) An - Ha=14 (Armor= 75% Deal Damage)
 c) Au - Ha=45 (Armor~ 105% Deal Damage)

 :)
Title: Re: My "The Dark Palace" Item System.
Post by: Kva3imoda on April 11, 2015, 04:03:23 am
I. Lvl 1

1) Vitality=0. Va=0, Vhp=0
 a) No Armor - Ha=10
 b) An - Ha=17  (Armor= 50% Deal Damage)
 c) Au - Ha=23 (Armor~ 70% Deal Damage)
Title: Re: My "The Dark Palace" Item System.
Post by: Kva3imoda on September 10, 2015, 01:53:15 am
Let's talk about the features of weapons. I mean some permanent properties.  :)

In the game we have it as INTERRUPT for Hammers, KNOCK BACK for Bows, STUN for Cannons and Ignore half of armor for Fists.

And I want to use it, but do even more.
My task is to make it logical and understandable, and the player should feel the difference between different types of weapons. Now I do not have a clear system, but I want to design it. 

You can help me with suggestions and ideas.  :)

I also want to do Crit Damage bonus to property of weapons types. This is the first that I want to do.
It should look like this:
All Axes - Crit Damage 300%
All Swords - Crit Damage 200%
1H Mace - Crit Damage 200%
2H Hammer - Crit Damage 300%
Polearms - Crit Damage 300%
About the rest I have not yet decided.  :)
Title: Re: My "The Dark Palace" Item System.
Post by: gytfunke on September 10, 2015, 07:48:23 am
What about setting weapon speeds by weapon type?  And then giving them a little variation within each type... say 0.1s variation.

Say...

1-handed
--Axes 1s (so 0.9s to 1.1s attack speed)
--Maces 1.2s
--Swords .8s

2-handed
--Axes 1.2s
--Maces 1.4s
-Swords 1s
-Polearms 1.2s
Title: Re: My "The Dark Palace" Item System.
Post by: Kva3imoda on September 10, 2015, 06:17:42 pm
What about setting weapon speeds by weapon type?
Yes, I thought about it. Earlier, I was experimenting with AS. Now I do not know how to do it better, but I want to make an attack bit slowly. Attack speed is directly linked with the animation duration, but now I have a "Retimer" utility, and maybe I can do something using this.

We need tests here.

My idea:
1-handed ~ 1.2s
2-handed ~ 1.8s


Yes, and I even learned a real weapon.  :D How fast can you attack with a weapon?
Lars Andersen - Bow - Hunter 99lvl : http://www.youtube.com/watch?v=BEG-ly9tQGk&feature=youtu.be
Spear vs Sword and Buckler Nick vs Mike Sparring: http://www.youtube.com/watch?v=O8RWLxlzTiM
Title: Re: My "The Dark Palace" Item System.
Post by: Kva3imoda on September 10, 2015, 10:05:34 pm
but now I have a "Retimer" utility, and maybe I can do something using this.

We need tests here.
Well, i test it and do not see much difference.  :) I thought maybe this will affect weapon description(fast, slow, and very slow attack speed) - nope. More convenient to use the standard speed modifier.
Title: Re: My "The Dark Palace" Item System.
Post by: Kva3imoda on September 10, 2015, 10:10:45 pm
My idea:
1-handed ~ 1.2s
2-handed ~ 1.8s
I feel that it is too slow, but the 0.8s for 1-handed weapons seems to me too quickly.  :D
Title: Re: My "The Dark Palace" Item System.
Post by: gytfunke on September 11, 2015, 08:22:02 am
For other bonuses, what about...

Axes - 300% crit damage (all of the other weapons would be 200%)
Swords - +5% crit chance
Maces - Knockback and shield break
Polearms - 90% Interrupt chance
Title: Re: My "The Dark Palace" Item System.
Post by: Kva3imoda on September 11, 2015, 08:28:40 am
For other bonuses, what about...

Axes - 300% crit damage (all of the other weapons would be 200%)
Swords - +5% crit chance
Maces - Knockback and shield break
Polearms - 90% Interrupt chance
Oh, I like it!  8) This sounds great, especially "Polearms - 90% Interrupt chance"  - just like in the video above!
These bonuses give a tangible difference between weapons.
Title: Re: My "The Dark Palace" Item System.
Post by: Kva3imoda on September 11, 2015, 05:27:59 pm
Maces - Knockback and shield break
Maybe Maces - Stun +5% and shield break?

I do not like Knockback in the melee - this should be a special kick.  :)
Title: Re: My "The Dark Palace" Item System.
Post by: Kva3imoda on September 11, 2015, 05:32:43 pm
In any case, these features are very convenient for future changes(fixes for balance). Since it is integrated in the base files.  :)

Swords - +5% crit chance
Now my shovel looks like a very dangerous weapon!  :D

(http://36.media.tumblr.com/e720cd48a4f55d9a3020a951bca0cc81/tumblr_inline_nne10t6fgo1siyyqt_500.png)
Title: Re: My "The Dark Palace" Item System.
Post by: Kva3imoda on September 11, 2015, 05:45:49 pm
Furthermore, we have the following features:
RANGE:*
STRIKERANGE:*
I do not think it should be changed because it works well for melee weapons. But we need to think about the ranged weapons.

Next interesting feature:
WEAPONARC:*

Now all melee weapons have the following arcs: 2H - 120, 1H - 60 (Fists - 0)
What do you think gytfunke maybe do these arcs less?
Say: 2H - 60, 1H - 30(or 45)?
Title: Re: My "The Dark Palace" Item System.
Post by: gytfunke on September 11, 2015, 08:47:58 pm
Maybe Maces - Stun +5% and shield break?

This is good.  I like stun chance better.

What do you think about... no weapon arc for any melee weapons?  It would be like TL1.
Title: Re: My "The Dark Palace" Item System.
Post by: Kva3imoda on September 11, 2015, 09:11:24 pm
What do you think about... no weapon arc for any melee weapons?  It would be like TL1.
Well, it's a question of balance and logic. This feature has a logic - it's cool to hit more than one target simultaneously. Also, it gives a bonus for melee weapons, compared with ranged weapons.
But I do not see anything terrible if it removed.

mb 1H - no arc, 2h - with arc?
This will give an additional incentive to use a two-handed melee weapon.
Title: Re: My "The Dark Palace" Item System.
Post by: Phanjam on September 12, 2015, 10:28:09 pm
mb 1H - no arc, 2h - with arc?
This will give an additional incentive to use a two-handed melee weapon.
I agree with this logic but maybe not zero for 1H :) maybe 10 and 90?
Title: Re: My "The Dark Palace" Item System.
Post by: Kva3imoda on December 27, 2015, 06:21:37 am
(http://i.imgur.com/CU8ylP5l.jpg) (http://i.imgur.com/CU8ylP5.jpg)

I split armor by 3 large groups. In the image are presented 11 tiers(Tier0 - Tier10) for each type of armor(Heavy, Medium & Light).
Title: Re: My "The Dark Palace" Item System.
Post by: Phanjam on December 27, 2015, 06:30:59 am
Hey Kva! I forgot, the Dark Palace mod will use the "suit" system you developed right? So these are all suits?
Title: Re: My "The Dark Palace" Item System.
Post by: Kva3imoda on December 27, 2015, 06:39:16 am
Hey Kva! I forgot, the Dark Palace mod will use the "suit" system you developed right? So these are all suits?
Nope.  :)
I plan to use my "full armor" + helmet - only 2 wardrobe item.
Spoiler (hover to show)
Title: Re: My "The Dark Palace" Item System.
Post by: Kva3imoda on December 29, 2015, 09:35:21 pm
Hey guys. Does anyone know whether there is a way to make the Item Requirements with "OR" instead "AND"?
In the game:
Code: [Select]
Requeres Level 99
or
Strength 10 and Dexterity 10

I need the following:
Code: [Select]
Requeres Level 99
or
Strength 10 or Dexterity 10
but it seems it does not work.   :(
Title: Re: My "The Dark Palace" Item System.
Post by: Kva3imoda on January 21, 2016, 09:05:38 pm
Example of how looks "full armor" for different rarity.

(http://i.imgur.com/ZJKhriM.png)

On top - Normal/Enchanted
Bottom - Rare

(http://i.imgur.com/z6B5y10.png)

You can see that Rare Armor looks more cool - has Shoulders and Gloves.  :)
Title: Re: My "The Dark Palace" Item System.
Post by: Kva3imoda on January 24, 2016, 04:01:48 am
Abramoff uploaded my last lightsaber.  ;D
Spoiler (hover to show)
Title: Re: My "The Dark Palace" Item System.
Post by: Kva3imoda on January 31, 2016, 01:40:28 am
I add icons for my treasures.

(http://i.imgur.com/G9ag8bQ.png)

test treasures:

(http://i.imgur.com/RgfpecE.png)
Title: Re: My "The Dark Palace" Item System.
Post by: Phanjam on January 31, 2016, 05:36:26 am
Those are great icons Kva, really well done.  Looks like really good loot!
Title: Re: My "The Dark Palace" Item System.
Post by: Kva3imoda on January 31, 2016, 06:55:26 am
Looks like really good loot!
Yes exactly! After I finished these icons, I wanted to play and find it all.  :D
Title: Re: My "The Dark Palace" Item System.
Post by: Kva3imoda on February 10, 2016, 04:05:06 pm
(http://i.imgur.com/Brw1JdG.png)
Title: Re: My "The Dark Palace" Item System.
Post by: Phanjam on February 10, 2016, 06:40:50 pm
LOOT! LOOT! LOOT!  :D
Title: Re: My "The Dark Palace" Item System.
Post by: Kva3imoda on February 10, 2016, 08:50:48 pm
LOOT! LOOT! LOOT!  :D
:D
Title: Re: My "The Dark Palace" Item System.
Post by: gytfunke on February 10, 2016, 09:28:06 pm
Wow, that is some serious loot!
Title: Re: My "The Dark Palace" Item System.
Post by: Kva3imoda on February 10, 2016, 10:42:03 pm
Wow, that is some serious loot!
Well, I hope that it will replace the standard loot (gear and weapons). As you remember, I want to make loot logical, so weapons and armor will be deficient items. But the problem is that if you do not get a reward when killing monsters, it's boring. For this reason, I added as loot different items:
Ordinary loot - a variety of materials (the blood, bones, garbage, poison, etc.)  When you kill an ordinary beast, you get these materials and can use it for crafting.

Rare loot - are artefacts. This can be a treasure(goblets, dishes, etc.) you can sell it for a lot of gold. Or it can be a variety of strange items(mask of betrayer, sextant, puzzle-box) or part of the monsters(damned skull, dragon heart,werewolf fang) - it can be used for crafting or just use and get different good and bad events and effects.
Title: Re: My "The Dark Palace" Item System.
Post by: Kva3imoda on February 11, 2016, 04:42:14 pm
What do you think guys about consumables name? Ointment or Salve?
I want to make some alternative consumables, something like a Necromantic ointment/salve.
Title: Re: My "The Dark Palace" Item System.
Post by: Phanjam on February 12, 2016, 02:16:11 am
What do you think guys about consumables name? Ointment or Salve?
It's a good idea, but how is it different from potions?  What kind of benefits are you thinking these will give to the player?
Title: Re: My "The Dark Palace" Item System.
Post by: Kva3imoda on February 12, 2016, 03:19:24 am
It's a good idea, but how is it different from potions?  What kind of benefits are you thinking these will give to the player?
Well, I pursue two different goals:
1. Cheaper consumables with a simple effect.
2. Alternative ingredients.

In details.
1. Okay, let's assume that for creating 3 Health Potions you need 2 strong ingredient: 1 Aggregate Catalyst + 1 Pint of Blood (10 weak ingrediants in total; 3.3 per Health Potion). But at the moment you do not have the necessary amount of these ingredients. I give you an opportunity to create a Health Ointment ( 1 Junk + 1 Blob of Blood; 2 per Health Ointment). But these 2 consumables materials have different effects: Potion - Restores 100HP per 5 seconds, but Ointment - 150HP per 60 seconds. What do you choose?

2. Long story short.  :)
The story built on the Bones.
One evening, I and Abramoff thought about the ingredients for crafting. We had different ideas - eyes, teeth, claws, fangs, scales, etc. But all this is too complicated, there are too many different specific ingredients. If you have a lot of ingredients, it takes a lot of space in your inventory, it requires a complex crafting system.

I have decided that we need a simple and versatile material, I combined everything into a single material - Bones. It is very convenient - 90% of the monsters have a skeleton and consequently bone. You kill monsters - you get the Bones.
Ок, вut when you kill dozens of monsters, you get dozens of bones. You have a lot of bones, but how to spend it? And it's a big problem, because everything you need you can make using other materials. Lockpiks - Metal, Potions - Blood, Armor - Metal + Junk etc. These Bones are simply useless. Yes, you can make a Bone Sword or Bone Armor, but this is completely insufficient.  :-[

And later I got a brilliant and simple idea. Who likes the bones? Who makes bone items? Who worships the bones?  ???
This is a Necromancer!  :D
And now we have "The Benefits for Novice Necromancers" - this book contains various secrets of necromancy. How to make a skeleton pet? How to make lockpicks from the bones? How to make a necromantic ointment? All this and more you can find on the pages this manual. And the main ingredient for all recipes - the bones!
You do not have the Metal to make Lockpicks? Do not worry - use recipe Necromantic Lockpick and craft it from the bones.
You need Mana, but you do not have Mana Essences for Mana Potions? Don`t worry, just make the Necromantic Ointment.  ;)
Title: Re: My "The Dark Palace" Item System.
Post by: gytfunke on February 13, 2016, 07:10:58 am
Hehe!  I like the bones + necromancer's cookbook idea. That sounds really fun.  What about allowing metal 'treasure' items to be melted down to ore in the transmutation device?
Title: Re: My "The Dark Palace" Item System.
Post by: Kva3imoda on February 13, 2016, 07:33:00 am
What about allowing metal 'treasure' items to be melted down to ore in the transmutation device?
I thought about it, so earlier I had 2 material: Gold Scrap and Gold Ignot. But now I do not have a plan how I can use it.  :-[
But I want to keep Gold Ingot for treasures.

I have a couple of ideas about it. It is possible that the treasure can be converted into:
1. 4 Metal ingots
2. 1 Gold ingot
3. Gold/money (I do not know if this is possible)
4. Random "strong" materials (Metal, Gems, Junk)