Imbuement and Armour Changes ...

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Chanele
Champion
Posts: 567
Joined: 04 Mar 2010 12:39

Re: Imbuement and Armour Changes ...

Post by Chanele » 20 Feb 2016 13:33

It is hard to come up with a solution that works on both "tanks" and "support". I can only think of one, time based.

Set a limit on maximum days for imbuements to last - 5 days before it breaks

Add a command, *activate/deactivate imbuement", in order to use the effect of the imbuement - 24 hours effective time before it breaks

This should make it viable for all sorts of players, both lifeless 24/7 players and casual. (I have not given a lot of thought to the actual time limit but you get the point?)

Above this I would also suggest a change on power of imbuments based on size.

Lets say an imbuement give 100% gain up to myth then for each average you loose 1% of the potential.


Just another approach to deal with the same issue :)

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Irk
Rising Hero
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Joined: 14 Apr 2010 01:23

Re: Imbuement and Armour Changes ...

Post by Irk » 20 Feb 2016 14:57

IMO better solution is to set maximum imbued items on you (2-3 should be enough) and cancel breaking change at least for items which are not imbued.

Ydred
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Re: Imbuement and Armour Changes ...

Post by Ydred » 20 Feb 2016 15:57

5: When personally making an imbuement, make it auto save to that player.
(As a solution to the players without they personal racks)
This would be awesome for so many more players, in number, than those who have access to private racks, which are not many. Once you imbue the item (or find it) it starts a timer. 4days? 5days? 6days? 11days?(or when arma ends)
when timer runs out you wake up to play and item is in your inventory broken (can still transmogrify broken items).

A simple timer coupled with one limit should do. The limit being on stat imbues probably or perhaps how many imbues you can wear. Maybe both? When an item is imbued it is unbreakable. I will last for the allocated time and then break. And will save on you when you log out, much like the event rewards.

This would be amazing for newbies, imho, who find that lucky pronounced str say and man they just went from wanderer in power to vet. And when they log out they can use the item again the next day. And item wont drop even in death. At least for newbies this would rock. Sure you can say this will make all the old players have 20 alts. But those who have 20 alts already know how to get to vet easy. This for players new to the world would be like man .... I found this wicked imbue. I get X days to use it ... gees I sure will try to log in for those benefits! and at the end they can sell it still for some gold cause the rich guys will still be buying them (if timer is long enough).

I think the potential for imbues to be 'private' (unless you give them to someone else) would be amazing. So many do not have private racks, way more than those who do. And for little ones finding those random 2 faints say str and healing ..... would be amazing for them. For those of us who know how to get huge fast well not so much since without imbues some can easily make titan in 48hrs played.

Draugor
Myth
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Joined: 06 Mar 2012 00:14

Re: Imbuement and Armour Changes ...

Post by Draugor » 20 Feb 2016 16:13

Imo, last untill arma ends is a good idea and make it save through LDs etc during that time, some people throw huge amounts of cash out to get a decent imbue, like Irk whom I skinned around 10-11K plats on just for cracked and blemished stones :P Let those items save untill arma, but upon arma, its stone it or loose it.

Ydred
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Re: Imbuement and Armour Changes ...

Post by Ydred » 20 Feb 2016 16:14

Creating a money-sink option that allows players to repair broken items once a day for a substantial fee.
Giving the smith crafting guild the ability for players who have achieved high enough skill to repair broken items once a day.
Increasing the amount of damage it takes to break weapons/armours.
1) Would clean up the world alot. Not sure if machine cares anymore about all the loot on ground like it used to. But less memory used I would guess. I dont think this will lead to any more scripting though than already exists. If anything it would be one more part added to an existing script where you picked all up and periodically ran to a store sold to bank deposited and back to killing. All very easy and is done by some now already.

2) This would be cool. I am guessing you mean repair magical items? Since smiths can already repair regular non magical items. But what would really be cool is if you used a timer on imbues. Say 7days (an arma) to make it easy ..... a smith can repair any of their own items ... nobody elses ..... and it will extend the imbuement for another 3.5days .... they can do this at least as many times as they can wear imbues (if we limit how many imbues can be worn) ..... this would mean smiths would be extremely useful to yourself .... the itme would be marked with the smith mark and not be able to be put on the AH. Once it breaks the second time, it could be sold on AH for the stone(s) inside it. But if someone gave you a broken item and you fixed it they couldnt use it due to the mark only being removed when item broke.

3)It would be nice if there was a range that all items which can break fell in. Too much reality in a game is not really fun. And games are for fun. I would say even all items have a timer too. They last
X days ..... say for armours 1-2days (weighted to the one day side so it is say 80% likely to get a 1day item but 20% you get a 2day item) the item would only get a longer effect if you imbued it and then it would also beocme yours. Weapons can not be imbued for anyone so then we can still have some unbreakable weapons.

Jooli
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Re: Imbuement and Armour Changes ...

Post by Jooli » 20 Feb 2016 16:32

I think the most important change is to lower the stat imbues. As Gorboth wrote, it's not really balanced that Jooli can double her strength/con/dex. The changes implemented now are all due to the imbues being insanely powerful. I'd rather see the droprate increased, with imbues giving less stat increase. Save to player sounds like a good solution for most guilds with no requirements to join.

As for limiting the number of imbues used together, this would benefit ogres and certain individuals who always have unbreakable weapons more then the rest. So I think more thought would be needed on that particular change.

Draugor
Myth
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Joined: 06 Mar 2012 00:14

Re: Imbuement and Armour Changes ...

Post by Draugor » 20 Feb 2016 16:38

Jooli wrote:I think the most important change is to lower the stat imbues. As Gorboth wrote, it's not really balanced that Jooli can double her strength/con/dex. The changes implemented now are all due to the imbues being insanely powerful. I'd rather see the droprate increased, with imbues giving less stat increase. Save to player sounds like a good solution for most guilds with no requirements to join.

As for limiting the number of imbues used together, this would benefit ogres and certain individuals who always have unbreakable weapons more then the rest. So I think more thought would be needed on that particular change.

How about a softcap? Lets say... as an exampe 250 str, not sure where that stands on the immortal, supreme etc scale

250 basic str, you will get a very weakened imbuement effect, 300 or so str, its not even worth the weight of an item to wear them
Would do alot for levling out the playing field and remove the insane monopoly that some ubermyths have on the game

Ydred
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Joined: 29 Nov 2013 02:53

Re: Imbuement and Armour Changes ...

Post by Ydred » 20 Feb 2016 16:40

As for limiting the number of imbues used together, this would benefit ogres and certain individuals who always have unbreakable weapons more then the rest. So I think more thought would be needed on that particular change.
Only allow armours to be imbued.

If you allow weapons to be imbued then the weapon will break when the imbue timer runs out. Even the unbreakable ones.

Ydred
Veteran
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Joined: 29 Nov 2013 02:53

Re: Imbuement and Armour Changes ...

Post by Ydred » 20 Feb 2016 16:42

How about a softcap? Lets say... as an exampe 250 str, not sure where that stands on the immortal, supreme etc scale

250 basic str, you will get a very weakened imbuement effect, 300 or so str, its not even worth the weight of an item to wear them
Would do alot for levling out the playing field and remove the insane monopoly that some ubermyths have on the game

The problem here is then the guys who make and spend alot of cash wont. It would be far better to limit super myths in quantity and maybe quality. This would mean Irk would still buy plenty of faints and pronounced, but maybe not intenses.

Draugor
Myth
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Joined: 06 Mar 2012 00:14

Re: Imbuement and Armour Changes ...

Post by Draugor » 20 Feb 2016 16:42

Ydred wrote:
As for limiting the number of imbues used together, this would benefit ogres and certain individuals who always have unbreakable weapons more then the rest. So I think more thought would be needed on that particular change.
Only allow armours to be imbued.

If you allow weapons to be imbued then the weapon will break when the imbue timer runs out. Even the unbreakable ones.

Or the imbues could just fade away, loose power over time? Put an intense imbue on, after a few days, its pronounced, then ordinary, and lastly its gone completely?

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