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Found 2 results

  1. This suggestion is an addon to the Revamp of Rarity and Key System idea, I suggest that all gear except for key chest and item shops in the game have random stats added to them on pickup and that all mobs in the game have some form of gear added to their drop pool. The gear will have random stats on them using the same Prefix and Suffix systems we have in blacksmithing to add the stats which are only from the main stats of the game being Health, Energy, Willpower, Agility and Aim. The stat number will determine the rarity of the item that you have, for example. Common: 0-2 stats Uncommon: 3-4 stats Rare: 5-6 stats Epic: 7-8 stats Legendary: 9-10 stats The Prefix and Suffix system will have a max number of 5 stats each for this example. Gear name: Black Sleeveless Shirt Prefix for Health: Sturdy Suffix for Health: of the Bull So when a Black Sleeveless Shirt drops it gets a prefix, suffix or both and the stat bonus it give will determine the rarity, so lets say the stat bonus of the two is 3, the stat buff will be 6 Health and it will have its name changed form Black Sleeveless Shirt to "Sturdy Black Sleeveless Shirt of the Bull". Mob drops will not be the only way to obtain gear because not every player likes to farm mobs so their are lots of other ways players can get gear with random stats or set stats. 1) Trading PvP reputation for gear boxes, a limited a number a week because players will kill their friends to farm it. 2) Main or Side quest which can give players a starting set, or a Daily quest that give players an item that they can use to trade in for a gear box and the more they trade the better the rarity can be. 3) Blacksmithing where players can craft gear and use a set item to raise the rarity of the gear they craft. 4) Boss battles because bosses already drop boxes so opening them can give gear that have a minimum rarity of Rare for high level bosses so its a good way to get better gear. 5) Trade Event tickets for gear boxes/or gear itself, the more you trade the better the chance to get a higher rarity so saving it would be meaningful. Every mob as I said will have gear drops but not all of them will go up to the best rarity, they will have a max limit to Common or Uncommon for low level mobs and Rare to higher levels one, so don't think that the boar mobs will drop a Legendary accessory and that you can farm them all day for that. In the same way not every item piece of gear slot will have HP on it so the hand gears can have Aim, Willpower or Agility but nothing else so a player can get a Legendary hand gear but with Aim and Agility on it which would will be as good as a Uncommon or Rare piece of gear to them. It should be noted that everything is an example and the numbers I used was to make it clear and are not what I think they should be but I do think that this will add a but more meaning to the gear that we wear and new players will want to farm mobs knowing that with everyone mob they fight they can get a new piece of gear. I will be fun to see that low level players will be looking like the mobs they farm over time because mobs drop their own gear.
  2. This idea is to give titles in the game more meaning to them and not just make them for show, as the game is right now when you get an achievement you also can show it off as a titles and achievements are gained mostly by doing something over and over again. I suggest that all titles have stats on them which can ranges from 1 more HP point to even 5% life steal when they are equipped and harder to get titles will have better stats than easier to get ones. Examples: Bat hunter (killing bats) Player does 5% more damage to bats Wood cutter (cutting trees) Player drop rate for wood goes up Out of the barrel (doing quest) Player gets 5% more exp and berries from quest Like it Hot (killing fire boss) Player takes 5% less damage from fire attacks That's just some examples on how it all can work and as you can see the titles also can fits what players get from them in some cases so when someone see a title like "Like it Hot" they know that player have a bit of resistance to fire attacks. (P.S) That was the first part to my idea which is the main point of this post, this part is just an addon and does not need to be added to the first part but I think that the will bring more reason for players that have titles to want to keep farming that said mob or boss. This part of my idea is to give titles ranks where players can upgrade their titles as they keep playing the game. As a player gets a title, they can keep doing what they did to get the title to upgrade the rank of that title and it will show with an outline of the rarity color. Example with a title Like it Hot Common: Player takes 5% less damage from fire attacks (get 5o kills) Uncommon: Player takes 6% less damage from fire attacks and does 1% more damage to fire users (get 15o kills) Rare: Player takes 7% less damage from fire attacks and does 2% more damage to fire users (get 3oo kills) Epic: Player takes 8% less damage from fire attacks and does 3% more damage to fire users (get 600 kills) Legendary: Player takes 10% less damage from fire attacks and does 5% more damage to fire users (get 1ooo kills) This part is to add uniqueness to not only player builds but also to titles because a player with a legendary title will have a bigger fear impact than one with a common title showing that one is a master at what they do apart from one that is a jack of all traits and just using it for that one fight. This idea in a whole is to add uniqueness to players build, give max players reason to farm all types of mobs/bosses no matter what's the mob/boss level, Put a fear factor to titles and add more of an endgame to players that feel there is nothing left to do in the game.