Imbuement and Armour Changes ...

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gorboth
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Imbuement and Armour Changes ...

Post by gorboth » 17 Feb 2016 21:58

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Donut Dwellers,

As the designer of the imbuement system, I had a vision for
what I wanted it to do. I wanted it to:

    - Make grinding more fun.
    - Make normal items potentially exciting.
    - Give Genesis a greater depth of itemization.
    - Provide a meaningful money sink.

These things worked!

I did not want it to:

    - Make it so players had double or triple their normal
      stats at all times.
    - Make imbuements a lasting effect that you should feel
      you can expect to have at all times if you work hard
      enough.
    - Create pvp imbalance on a regular basis.

Sadly, these things also happened.

So, some changes are going into place. They work like this:

    1. Imbuement creation will now be about twice as rare as
       before.

    2. Imbuement distribution in the realms will be far less
       predictable than in the past. Simply grinding in a
       single area might be less effective than exploring the
       game to see where they have landed.

    3. All worn and wielded items are now damaged in combat.
       For example, earrings have a chance to be damaged if
       you get struck in the head. Rings have a chance to be
       damaged if you get struck in the arm, etc.

These changes will mean that imbuements are both more rare, and
less predictable as to where you will find them. People used
to simply getting vast amounts of imbuements by grinding will
find that they find fewer this way than if they were to explore
the game and branch out from just killing the same npcs over
and over. And, now imbuements will not be something that once
you have them, you can be sure to keep them for 22 days or
whatever has become the norm. They will be subject to breakage
no matter what item they are placed on. 

When imbuements first went into the game, I imagined players
might be able to enjoy really wonderful effects for 3-5 days,
not for three weeks! 

Hopefully this will dial down the imbalance and the absolute
expectation that top-tier imbuements at all times constitutes
normal gameplay.

G.

Mmmmmm ... pie ...

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Irk
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Joined: 14 Apr 2010 01:23

Re: Imbuement and Armour Changes ...

Post by Irk » 17 Feb 2016 22:35

very bad idea, it is really hard to gather at least ord stone, glits showed up mainly thanka to the tree. When i have chance to break ring, earring etc imbues become useless and money sinker. When you add less chance to get imbued item from kill, then there will be no fun from imbues. All stones will end in one arma...

Chanele
Titan
Posts: 516
Joined: 04 Mar 2010 12:39

Re: Imbuement and Armour Changes ...

Post by Chanele » 17 Feb 2016 22:38

He did say that was the idea.

I also thought imbuements were ment to be a tool for smaller players to catch up with the big guns when infact they increased the gap even further.

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Avatar
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Re: Imbuement and Armour Changes ...

Post by Avatar » 17 Feb 2016 22:47

I _LOVE_ these changes, G.

Way to go :)
Angmar! ANGMAR!! ANGMAR!!!
Pulp Znuga! PULP!!!!

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morgzaash
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Re: Imbuement and Armour Changes ...

Post by morgzaash » 17 Feb 2016 22:53

When imbuements first went into the game, I imagined players
might be able to enjoy really wonderful effects for 3-5 days,
not for three weeks!

Hopefully this will dial down the imbalance and the absolute
expectation that top-tier imbuements at all times constitutes
normal gameplay.
Some players are back for imbues, that is fun finding, grinding and combinating and useing imbues.
I loved the system, put down ginding exp to grind imbues even. Some of the changes are fine,
if system were not meant for some kind as it used now, ok. But these changes looks like you're gonna kill
the system not repair it.

Kvator
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Joined: 02 Sep 2010 21:25

Re: Imbuement and Armour Changes ...

Post by Kvator » 17 Feb 2016 23:06

good change

Ydred
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Re: Imbuement and Armour Changes ...

Post by Ydred » 17 Feb 2016 23:26

Maybe one slot could be left to not be hittable (much).
Like boots. I think only npc to hit boots is the Colonel in LoD. Or perhaps archers since they can aim?

Or maybe limit the number of imbues you can wear?
Or allow once a month to pay some amount ... 1k? 2k? to make an imbued item unbreakable.
Caught using alts to do this could land you in trouble?

Not sure the best alternative here but if Irk stops buying them will the AH dry up? haha

Dont know what is the best method since there are consequences to it outside the mere wearing of them (all the time). Mostly the AH economy I think so maybe no big deal either. Just less gold to smaller ones or whatever.

Laurel

Re: Imbuement and Armour Changes ...

Post by Laurel » 18 Feb 2016 01:19

Kvator wrote:good change
What he wrote.

Now that you're back - can we also take care of the "no way in hell to break this" weapons and "guilds balanced with population" and similar shit? :) Thank you.

Val
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Joined: 31 Jul 2014 19:00

Re: Imbuement and Armour Changes ...

Post by Val » 18 Feb 2016 01:50

I am really disappointed, I really enjoyed the imbue idea and now you kill it.

Of course those who do not care about imbues will applaud the change, it is so nice when something is taken away from someone else... but those who had fun with this great idea will not be happy for sure.
A step back IMO.

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gorboth
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Re: Imbuement and Armour Changes ...

Post by gorboth » 18 Feb 2016 02:04

Finding an intense imbue of your favorite variety will still happen, and will still benefit you in a really nice way. The change here is that it now becomes a rare treat rather than an imperative for your enjoyment of "regular play."

If that is a step back, then watch me smile with satisfaction while stepping.

G.
Mmmmmm ... pie ...

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