Ok just a quick update as to what I've been working on so far.
I'm going to go with the non-forging socket system based on the idea that I had before. I've been looking at the various stat and option configurations, doing plenty of tests and think I'm reaching the sweet spot which is nice to be able to achieve as relatively quickly as I have done. The advantage of having non-random stats on gear is that I can tailor it to make sure that some classes aren't underpowered at lower levels while others aren't overpowered at higher levels. It's also possible to be make sure everyone can be competitive in some way whilst having basic gear as the differences between normal, rare, unique and ancient will be much smaller. Other than small increases in stats and power, the main advantage of higher grade equipment is more sockets which means more options can be loaded into them.
So, to clarify if you haven't read the previous post which I detail this system, it goes as follows (a lot of this is edited copy and paste so sorry if you've read it all before):
This will be a Rohan without any crafting or any kind of random forging, where all of your gear will be from chests, quests and mobs. There will be no random stat rolls, all gear is graded as common, rare, unique, ancient and legendary. So no frustrating success or fail, no being fucked over by option stone rolls, just more rewarding farming where you don't have to grind for hours searching for that 1 weapon part... only for it to be wasted later with a failed forge or a bad option roll.
As I said, common items will still be totally usable, especially in PvE and any skilled player will be able to get by to a degree in PvP with them. So what's the crack with the item grades then?
Well, all drops will have their primary stat built in. Here is how the last few swords work:
[Common] Imperial Cutlass - 45% melee attack
[Rare] Grinden's War Sword - 47% melee attack
[Unique] Stedman's Sword - 49% melee attack
[Ancient] Meister's Glory - 51% melee attack
[Legendary] Sword of Illuvata - 53% melee attack
What else will differentiate them? Common weapons will have 1 socket, rare will have 2, unique 3, ancient 4 and legendary 5. Legendary weapons will also have an additional bonus option attached to them, for example the Sword of Illuvata also comes with 25% armor defense. Don't panic about crafting spirit stones though, as I've said there is no crafting here. Spirit stones are obtained the same way that the weapons are and are graded the same way. For example:
[Common] Incense Burner of Marea - 25% DD
[Rare] Incense Burner of Marea - 30% DD
[Unique] Incense Burner of Marea - 35% DD
[Ancient] Incense Burner of Marea - 40% DD
[Legendary] Incense Burner of Marea - 45% DD
Whatever grade weapon you have, you can put any grade spirit stone into the socket. If you socket a rare burner and later manage to obtain an ancient burner, you can overwrite and replace that rare burner with the ancient one. You'll lose the Rare Burner though so be careful where you put your high grade spirit stones and you don't unintentially overwrite the wrong one! Once stones are socketted, they're in and can't be removed, only overwritten. Therefore it would be a bit of a waste to put a legendary stone into a common weapon when you can't recover the legendary stone to use in a better weapon. These spirit stones also have no time limit to them (well, 365 days due to game limitations) and will remain until they are overwritten by socketting another stone over it or you dispose of the weapon. I may consider using the pulverizer to extract and recover spirit stones but I'm not sure about that yet. I don't want the game experience to be too easy, there should still be an element of challenge to the game. As per standard spirit stone rules, you also can't socket 2 stones of the same type into the same weapon, even if they are different grades.
At endgame there will be several different legendary sets, obtainable in different ways and each with their own unique benefits. For example the Sword of Illuvata will have 25% armor defense, the Sword of Erebus will have 25% weapon attack, the Sword of Fate 25% attack speed (all subject to change). With the increase in base stats and coming with 5 sockets, they'll be formidable and highly sought after gear. Rest assured though, they won't be overpowering in the grand scheme of things. I'm always very conscious when it comes to balance.
Armour has the same system except the parts come with less sockets. Common will have 0 sockets, rare also 0, unique 1, ancient 2 and legendary 3. Like weapons, they will come with built in stats and the base defense of the lower grade parts will be increased to make them more usable. The difference in base defense between normal armour and ancient armour is quite large by default and makes it very difficult to use normal and rare armour, even in PvE. It won't be a case of unique/ancient or GTFO in PvP any more.
Armour parts will also come with preset green pdef/mdef as follows:
[Common] Hero's Armor - 140 pdef/mdef
[Rare] Armor of Trian - 145 pdef/mdef
[Unique] Armor of Stedman - 150 pdef/mdef
[Ancient] Armor of Bedron - 155 pdef/mdef
[Legendary] Armor of Illuvata - 160 pdef/mdef
An example of the Protection of Marea spirit stone:
[Common] Protection of Marea - 220HP
[Rare] Protection of Marea - 290 HP
[Unique] Protection of Marea - 360 HP
[Ancient] Protection of Marea - 430 HP
[Legendary] Protection of Marea - 500 HP
As with the weapons, the legendary armours will come with an additional bonus on each piece. Armor of Illuvata 20% chance to recover 50HP, Armor of Erebus 5% damage reflect, Armor of Fate 5% mobility (again subject to change).
Pets will also be graded and won't level up but you'll still have to feed them so they keep providing their benefits and don't starve. Fused pets will not be in the game.
[Common] Soft Kahto - 10% Mobility
[Rare] Soft Kahto - 20% Mobility
[Unique] Soft Kahto - 30% Mobility
[Ancient] Soft Kahto - 40% Mobility
[Legendary] Soft Kahto - 50% Mobility
Mounts will also be graded. They will all be anti-crit dismount and rideable in safezones and dungeons.
[I][Common] Russet Stallion - 60% Mobility
[Rare] Thundering Stallion - 70% Mobility
[Unique] Armored Auburn Stallion - 80% Mobility
[Ancient] Armored Stormy Charger - 90% Mobility
[Legendary] Armored Cosmic Charger - 100% Mobility
When it comes to obtaining all of these items and gear, normal mobs will drop primarily common grade gear with a small chance of rare, a very small chance of unique and a tiny chance for ancient. Mini bosses will drop rare, a good chance of a unique, a small chance for an ancient and a very small chance for legendary. Bosses will drop at least uniques with a very good chance for ancient and a small chance for something legendary. There will also be various grades of items available from quests and chests, especially for repeatable and chain quests (think along the lines of Blazing Temple).
So this is the server and its main system that I'm currently working on. It sounds like I've done a lot of work already but in truth this is just the easy part, getting the base groundwork implemented. There's so much work to do yet to make sure the server is as complete and as professional as possible!
I hope that was interesting in some way and not a complete tl;dr :o
I'm going to go with the non-forging socket system based on the idea that I had before. I've been looking at the various stat and option configurations, doing plenty of tests and think I'm reaching the sweet spot which is nice to be able to achieve as relatively quickly as I have done. The advantage of having non-random stats on gear is that I can tailor it to make sure that some classes aren't underpowered at lower levels while others aren't overpowered at higher levels. It's also possible to be make sure everyone can be competitive in some way whilst having basic gear as the differences between normal, rare, unique and ancient will be much smaller. Other than small increases in stats and power, the main advantage of higher grade equipment is more sockets which means more options can be loaded into them.
So, to clarify if you haven't read the previous post which I detail this system, it goes as follows (a lot of this is edited copy and paste so sorry if you've read it all before):
This will be a Rohan without any crafting or any kind of random forging, where all of your gear will be from chests, quests and mobs. There will be no random stat rolls, all gear is graded as common, rare, unique, ancient and legendary. So no frustrating success or fail, no being fucked over by option stone rolls, just more rewarding farming where you don't have to grind for hours searching for that 1 weapon part... only for it to be wasted later with a failed forge or a bad option roll.
As I said, common items will still be totally usable, especially in PvE and any skilled player will be able to get by to a degree in PvP with them. So what's the crack with the item grades then?
Well, all drops will have their primary stat built in. Here is how the last few swords work:
[Common] Imperial Cutlass - 45% melee attack
[Rare] Grinden's War Sword - 47% melee attack
[Unique] Stedman's Sword - 49% melee attack
[Ancient] Meister's Glory - 51% melee attack
[Legendary] Sword of Illuvata - 53% melee attack
What else will differentiate them? Common weapons will have 1 socket, rare will have 2, unique 3, ancient 4 and legendary 5. Legendary weapons will also have an additional bonus option attached to them, for example the Sword of Illuvata also comes with 25% armor defense. Don't panic about crafting spirit stones though, as I've said there is no crafting here. Spirit stones are obtained the same way that the weapons are and are graded the same way. For example:
[Common] Incense Burner of Marea - 25% DD
[Rare] Incense Burner of Marea - 30% DD
[Unique] Incense Burner of Marea - 35% DD
[Ancient] Incense Burner of Marea - 40% DD
[Legendary] Incense Burner of Marea - 45% DD
Whatever grade weapon you have, you can put any grade spirit stone into the socket. If you socket a rare burner and later manage to obtain an ancient burner, you can overwrite and replace that rare burner with the ancient one. You'll lose the Rare Burner though so be careful where you put your high grade spirit stones and you don't unintentially overwrite the wrong one! Once stones are socketted, they're in and can't be removed, only overwritten. Therefore it would be a bit of a waste to put a legendary stone into a common weapon when you can't recover the legendary stone to use in a better weapon. These spirit stones also have no time limit to them (well, 365 days due to game limitations) and will remain until they are overwritten by socketting another stone over it or you dispose of the weapon. I may consider using the pulverizer to extract and recover spirit stones but I'm not sure about that yet. I don't want the game experience to be too easy, there should still be an element of challenge to the game. As per standard spirit stone rules, you also can't socket 2 stones of the same type into the same weapon, even if they are different grades.
At endgame there will be several different legendary sets, obtainable in different ways and each with their own unique benefits. For example the Sword of Illuvata will have 25% armor defense, the Sword of Erebus will have 25% weapon attack, the Sword of Fate 25% attack speed (all subject to change). With the increase in base stats and coming with 5 sockets, they'll be formidable and highly sought after gear. Rest assured though, they won't be overpowering in the grand scheme of things. I'm always very conscious when it comes to balance.
Armour has the same system except the parts come with less sockets. Common will have 0 sockets, rare also 0, unique 1, ancient 2 and legendary 3. Like weapons, they will come with built in stats and the base defense of the lower grade parts will be increased to make them more usable. The difference in base defense between normal armour and ancient armour is quite large by default and makes it very difficult to use normal and rare armour, even in PvE. It won't be a case of unique/ancient or GTFO in PvP any more.
Armour parts will also come with preset green pdef/mdef as follows:
[Common] Hero's Armor - 140 pdef/mdef
[Rare] Armor of Trian - 145 pdef/mdef
[Unique] Armor of Stedman - 150 pdef/mdef
[Ancient] Armor of Bedron - 155 pdef/mdef
[Legendary] Armor of Illuvata - 160 pdef/mdef
An example of the Protection of Marea spirit stone:
[Common] Protection of Marea - 220HP
[Rare] Protection of Marea - 290 HP
[Unique] Protection of Marea - 360 HP
[Ancient] Protection of Marea - 430 HP
[Legendary] Protection of Marea - 500 HP
As with the weapons, the legendary armours will come with an additional bonus on each piece. Armor of Illuvata 20% chance to recover 50HP, Armor of Erebus 5% damage reflect, Armor of Fate 5% mobility (again subject to change).
Pets will also be graded and won't level up but you'll still have to feed them so they keep providing their benefits and don't starve. Fused pets will not be in the game.
[Common] Soft Kahto - 10% Mobility
[Rare] Soft Kahto - 20% Mobility
[Unique] Soft Kahto - 30% Mobility
[Ancient] Soft Kahto - 40% Mobility
[Legendary] Soft Kahto - 50% Mobility
Mounts will also be graded. They will all be anti-crit dismount and rideable in safezones and dungeons.
[I][Common] Russet Stallion - 60% Mobility
[Rare] Thundering Stallion - 70% Mobility
[Unique] Armored Auburn Stallion - 80% Mobility
[Ancient] Armored Stormy Charger - 90% Mobility
[Legendary] Armored Cosmic Charger - 100% Mobility
When it comes to obtaining all of these items and gear, normal mobs will drop primarily common grade gear with a small chance of rare, a very small chance of unique and a tiny chance for ancient. Mini bosses will drop rare, a good chance of a unique, a small chance for an ancient and a very small chance for legendary. Bosses will drop at least uniques with a very good chance for ancient and a small chance for something legendary. There will also be various grades of items available from quests and chests, especially for repeatable and chain quests (think along the lines of Blazing Temple).
So this is the server and its main system that I'm currently working on. It sounds like I've done a lot of work already but in truth this is just the easy part, getting the base groundwork implemented. There's so much work to do yet to make sure the server is as complete and as professional as possible!
I hope that was interesting in some way and not a complete tl;dr :o