Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Why have no games copied Ragnarok Online gear system?

SlheyasSlheyas Member UncommonPosts: 83
For those who don't know, let me explain briefly.

In Ragnarok online the amount of gear that is available is relatively limited. A few dozen armors, weapons, etc. Which are all shared, there are only very few class exclusive pieces of equipment, some have restrictions (Casters can't wear heavy armors) but most don't other than level restrictions. And most come with either a slotted or unslotted version (an upgrade slot).

What made things very interesting though was the card system. EVERY single monster dropped a card, which had an unique effect. All cards are restricted to a certain category of gear (helm, accessory, weapon) etc but otherwise there are no restrictions of level or anything.

Effects are various :

-Simple increased damage versus a certain monster race, element or size
-Imbuing your armor with a specific element to gain resistances and even sometimes status immunities
-Stat boosts
-Chances to inflict status effects
-Resistances against certain elements, sizes, races, status effects

Nothing out of the ordinary so far right? Well what made it truly great. Is that the really good stuff wasn't only available from end game monsters. Many very low level monsters drop good cards, and many low level monsters drop good gear as well. So building your end game gear is something that can be down right from the start. And the card system makes it so every single piece of slotted gear (well maybe not some weapons) can see use. Want plain fire resistance but don't need armor? Just stick that Pasana card (makes your armor fire element) in that super weak level 1 armor and it'll work just fine.

MMOs nowadays are just about replacing gear every few levels and I hate that. I hate knowing that stuff I get is gonna be useful only for a ridiculously short time. Even end-game gear ends up being replaced with updates. Ragnarok Online never had that problem, sure some items are much better than others, but nothing ever became completely obsolete as long as it has slots.

It's such a simple system too, I can't even figure out why devs have never tried something similar. I am sure it'd be received rather well. Any RO player know how amazing and rewarding it feels to get a card drop after all.

Thoughts?

Comments

  • RexKushmanRexKushman Member RarePosts: 639
    Is there pvp in the game? I ask because a system like that sounds like it would be an absolute nightmare to try and balance for pvp, that could be a reason it has not been repeated.

  • SlheyasSlheyas Member UncommonPosts: 83
    edited February 2017
    There is indeed PvP, and one of the most fun GvG system ever actually. It's somewhat balanced if only because each class can bring very unique things to the table that no other classes can. Actual PvP isn't that popular, GvG is where people do most of their fighting and that's where each class' abilities truly shine.

    For instance a Sniper is the only class that can set trap, slowing down enemy progress in your fortress. Bards are the only one able to reduce cast time and cooldown. Paladins are the only one able to take damage in the stead of another player. So while a Sniper is  inefficient as a damage dealer in GvG it's still a desirable class to have on board for the other things it's bring. The Soul Linker class for instance has absolutely NO purpose other than buffing in GvG since its attack skills only work on monsters. But the buffs are so powerful you still want one.

    But if we plainly compared 1vs1 yeah some classes are straight up better, but that has never been the focus of the game really. The Champion class has a skill that can easily OKHO any classes (as it can easily deal more than 10x the max hp most classes can have) for instance, which makes it ridiculously OP in 1vs1, but in a GvG situation it's more balanced by the fact the skill in question has a considerable penalty that makes spamming it impossible (without the help of other classes anyway).
  • Loke666Loke666 Member EpicPosts: 21,441
    Well, there have been a few tries in the west, Chronicles of Spellborn comes to mind, but those games did all fail. Of course, it wasn't really the gear management that wasn't the trouble though.

    Having mobs that drop stuff to upgrade gear in not a bad idea as such. The "every mob drop a upgrade" sounds pretty annoying though, think how many trashmobs modern games have, letting them all drop loot besides possible a few coppers will fill everyones inventory with junk fast or mean that you will need tons of trashcards to upgrade your gear.

    With some tweaking the system could be pretty good, but let only bosses drop the ups or have a game with fewer mobs that are harder to kill.

    But it certainly makes more sense then just throwing away that mastercrafted sword that was so great a few hours ago, it is not like you would throw away Excalibur, Thyrfing or the sword of Mars because you gained 4 levels since you got them.

    But the whole problem is a fix to solve that rather weird level and item power mechanics most MMOs use based on D&D. If you instead based a MMO on Runequest or Shadowrun you would get power-up mechanics based on characters instead of gear, but then while that might be just as fun it isn't as addictive. 
  • SlheyasSlheyas Member UncommonPosts: 83
    Well that's not exactly the case. Because you only need a specific amount of cards for your gear.

    For instance if you want a shield for PvP, you go kill a bunch of Thara Frogs, cause they're the one that drop the card that gives 30% less damage from Demi-Humans, the race players are considered to be. Once you drop that, you stick it in a shield you like for X reason and you're good to go, no need to ever replace your shield, it's a one time deal. And then if you want a shield for other races well you go hunt the monster that drops the card that gives defense against those, and tadaa.

    Ragnarok Online used a weight based inventory and had no quantity limit, so I guess it was more suited for mass monster genocide though, that said every item that's not a piece of gear is stackable, so even a size limit wouldn't be a big issue.
  • WizardryWizardry Member LegendaryPosts: 19,332
    Yes Op i like the sounds of it but not so big on the slots idea, as i am seeing that way  too much.
    Runes of Magic did something very similar s you would take gear and imbue the stats onto runes which then you could imbue that Rune onto new gear.However it would be limited in that obviously the best stat gear would drop at higher levels.
    I really do like the idea of starting right away on low level mobs,it doesn't force everyone to race to end game which i can't stand in game designs right now.

    One problem though,could one not just farm what they need on low levels and be o/p?I do like the idea of normal mobs dropping still,it also gets us out of this RAID syndrome,another idea i detest in games.

    All in all ,i like the idea and it sounds like it could be done all outside in the open world so need for this Dungeon crap  at all,so yeah i like it.


    Never forget 3 mile Island and never trust a government official or company spokesman.

  • WizardryWizardry Member LegendaryPosts: 19,332
    I should make note that i have never played Ragnorok so i thought FFXI was the only game ever to use elemental properties,i like DEPTH in my games.I am playing FF Mobius right now which also uses elemental properties but sadly it is a mobile port so no mmorpg.

    Did Ragnorok use interrupts and accuracy?How about ranged class did it actually use ammo,just curious if they kept the depth of the game throughout it's class designs.

    Never forget 3 mile Island and never trust a government official or company spokesman.

  • SlheyasSlheyas Member UncommonPosts: 83
    edited February 2017
    I have never felt that it was too much. Because while each monster dropped cards, many didn't see much use at all for a specific class, or purpose. And you'd only need to drop what you'd need. No need to hunt cards boosting dex or strength if your build doesn't need it.

    It never made you OP though, as most cards are very specific in their action. So if you get cards to kill a certain group of monsters, you'll hit them really freaking hard, but you won't do any bonus damage to other races. If you had to patience to get weapons for every types of monsters sure you could deal high damage to everything, but most people never bother with that. They farm the cards to kill other players, bosses and maybe a few races (for farming, or grinding) and no more.

    Ragnarok Online does use elemental properties. You can enchant your weapons or use weapons with elemental attributes, spells have them too. Monsters are immune to some elements, weak to others, etc.

    RO kinda uses interrupts, knockback and stuns could cancel casts for instance, but most monsters either don't use spells with cast time or insta-cast them, so it's either a matter of having prepared enough to tank it, have the stats to avoid it, or just move out of the way in the case of AoEs.

    And yes, accuracy (and dodge) is in the game. Your ability to kill monsters is governed only by your stats and gear. A level 60 character that invested a lot in Dexterity and with good gear can kill very evasive level 80 monsters that could pose a threat to a capped character that didn't invest in Dex enough to hit them reliably.
  • Loke666Loke666 Member EpicPosts: 21,441
    Hmm, an interesting variant would be if the cards increased your character instead of gear. That would actually be a feasible alternative to leveling and XP. Gain and increase skills, raise your stats and so on with specific cards that certain types of monsters drop...
  • GodeauGodeau Member UncommonPosts: 86
    edited February 2017
    Well, right now almost all current mmorpgs follow the item level system(or a derivative of such), favouring vertical progression instead of horizontal. It seems as if most game devs decide to take the easier route of introducing gear after gear after gear(just look at FFXIV), and avoid the hassle and nightmare of balancing issues altogether. FFXI had tons of horizontal progression; gears obtained at varying levels from bosses(remember leaping boots?) could still hold their weight at higher levels, -at least pre-abyssea.
    (I quit after abyssea launched so I can't comment much on it)

    Wizardry said:
    I should make note that i have never played Ragnorok so i thought FFXI was the only game ever to use elemental properties,i like DEPTH in my games.I am playing FF Mobius right now which also uses elemental properties but sadly it is a mobile port so no mmorpg.
    Some mmorpg(s) dated way before Ragnarok Online came into the picture, already had elemental properties and or heavily reliant on them in their battle system to progress. Dark Ages(Nexon) is one of such games.
  • iixviiiixiixviiiix Member RarePosts: 2,256
    simply because the greed of need to sell game and cash shop .
    Use ragnarok system you can't sell expansion boxes (WOW type ) cause you need player focus on new gears instead of reuse early gears .
    while in modern cash shop , they need whales to renew the gears so more money going to they pocket .

    Welcome to golden age of trap and trick . Golden age of gaming ? fffppp .
  • Loke666Loke666 Member EpicPosts: 21,441
    Godeau said:
    Well, right now almost all current mmorpgs follow the item level system(or a derivative of such), favouring vertical progression instead of horizontal. It seems as if most game devs decide to take the easier route of introducing gear after gear after gear(just look at FFXIV), and avoid the hassle and nightmare of balancing issues altogether. FFXI had tons of horizontal progression; gears obtained at varying levels from bosses(remember leaping boots?) could still hold their weight at higher levels, -at least pre-abyssea.
    (I quit after abyssea launched so I can't comment much on it)
    Frankly are MMOs generally doing worse and worse now so trying something new or at least different is not a bad idea.

    And basing progression of power-up cards instead of plain XP would be far more addictive. You can easily use stat requirement on gear instead of levl reqs, old Diablo did so with rather good success.

    The only downside I can think of right now is that PvP would be rather unbalanced but then it generally is with the levelmechanics as well.

    If you used that system together with lootable gear, possibly with power-ups for it as well you would hook the players like nothing we seen since Wow came out, people love the kick you get for looting stuff after all while no-one really cares about gaining another 100XP. 
  • Loke666Loke666 Member EpicPosts: 21,441
    iixviiiix said:
    simply because the greed of need to sell game and cash shop .
    Use ragnarok system you can't sell expansion boxes (WOW type ) cause you need player focus on new gears instead of reuse early gears .
    while in modern cash shop , they need whales to renew the gears so more money going to they pocket .

    Welcome to golden age of trap and trick . Golden age of gaming ? fffppp .
    With expansions you could actually focus more on adding new zones and dungeons, adding a lot of new gear with different look is rather time consuming and expensive, it uses resources you could put into making the game more fun.

    With B2P you could focus more on selling skins but the F2P thing is as usual a problem. You can certainly use pay2win as easy with this system as anything. And it is hard to get F2P players spend enough money in a game without making it pay2win unless you get additional income like box sales or a subscription fee but regular F2P games have the same problem.

    Do you really think it would be hard to sell bosters with pay2win upgrade cards? whales would buy loads of them.
  • DakeruDakeru Member EpicPosts: 3,803
    Just to chime in here with 2 short statements:
    RO had a severe bot problem - some cards were so incredibly valuable that armies of bots would be hunting them.
    RO was one of the first games to sell pay 2 win weapons meant to be used in the gvg fights.

    Nothing good can come from copying this game in 2017.
    Harbinger of Fools
  • AlbatroesAlbatroes Member LegendaryPosts: 7,671
    You honestly could say that FFXI took a lot from Ragnarok with the elemental wheel system and most items being reused by other players. The "bind" system always annoys but at least BDO does not do this (if I'm not mistaken). As for the card system, it did add a lot of motivation RO to do rares more so than other games, but I'm still on the fence about it myself.
  • QuizzicalQuizzical Member LegendaryPosts: 25,507
    The most direct answer to your question is, because good game designers have ideas of their own that they want to implement, rather than just copying some other game.

    Beyond that, the reasons vary by game.  In a game like WoW where acquiring gear is largely the point of the game, for a player to have all the gear he wants has to be very rare, and swapping out new gear for old needs to be common.

    If your real objection is to having to replace your gear every few levels, there are a number of games that don't do that to you:

    In Guild Wars 1, you reach the level cap very quickly.  Most gear requires you to be at the level cap, but you can equip such gear very early on.

    In Uncharted Waters Online most personal gear doesn't have a level requirement at all.  It's also readily tradeable and cannot become soulbound.  That doesn't mean it's easy to get the gear you want, though.

    In Blade and Soul, you keep your starter gear basically forever and level it up by feeding it other drops.

    In Tree of Savior, level requirements are extremely granular.  For example, there is gear that requires level 75 or higher, and gear that requires level 120 or higher, but nothing in between.  If you swap out your gear every few levels, you'll mostly be swapping to gear that you could have equipped long ago.
  • Dagon13Dagon13 Member UncommonPosts: 566
    The system sounds interesting and it makes me theorize about some sort of fusion between Path of Exile's ability gems, the ability to combine gems to "level" them in Diablo 2/3, and Diablo 2's runeword system where certain combinations could result in something different.

    I like the idea of enhancing something you already have, as long as the developer doesn't exploit the opportunity to cause inventory bloat with enhancement materials just to sell inventory expansions.  Looking at you Blade and Soul, Skyforge, and probably most other F2P games.
  • Vermillion_RaventhalVermillion_Raventhal Member EpicPosts: 4,198
    I have always supported horizontal progression.  WoW oddly went more horizontal with levels but turned the game into an intense gear grind.  

    If I created a themepark game it would be action adventure style over RPG.  Just as well if things are going to be truly casual.  

    Gear would be more situational or feature based. Like warm gear to go go cold zones or grappling hook to get to a previously inaccessible area. You then have cosmetic gear that you can gain from raiding, crafting drops. Legendary drops of gear and crafting materials from hard rated and rare encounters, dungeons and raids.
  • Loke666Loke666 Member EpicPosts: 21,441
    Quizzical said:
    The most direct answer to your question is, because good game designers have ideas of their own that they want to implement, rather than just copying some other game.
    If that was true why do almost all MMOs have the exact same gear slots (including the male earring slots)? Why are the rarity so similar?

    As good as all fantasy themepark more or less use the same system copied and pasted from Everquest. The only thing that sometimes differ is that a few games don't have gear slots or attachments.

    And if you must copy someone you could at least try to copy something different from most of the games, it isn't as RO wasn't popular.

    It certainly would be better with an original system though.

    A specific piece of gear would work in EQ, Wow, GW2 or almost any other game with little to no tweaking.

    You did leave you the loophole about "good game designer" though, those are rare.
  • QuizzicalQuizzical Member LegendaryPosts: 25,507
    Loke666 said:
    Quizzical said:
    The most direct answer to your question is, because good game designers have ideas of their own that they want to implement, rather than just copying some other game.
    If that was true why do almost all MMOs have the exact same gear slots (including the male earring slots)? Why are the rarity so similar?

    As good as all fantasy themepark more or less use the same system copied and pasted from Everquest. The only thing that sometimes differ is that a few games don't have gear slots or attachments.

    And if you must copy someone you could at least try to copy something different from most of the games, it isn't as RO wasn't popular.

    It certainly would be better with an original system though.

    A specific piece of gear would work in EQ, Wow, GW2 or almost any other game with little to no tweaking.

    You did leave you the loophole about "good game designer" though, those are rare.
    Maybe the games that you play all have exactly the same set of gear slots.  The ones that I play sure don't.

    Here's Tree of Savior's list of gear slots, not counting things that are cosmetic:

    Top
    Bottom
    Gloves
    Shoes
    Left Hand
    Right Hand
    Bracelets (2)
    Necklace
    Hair Costume 1
    Hair Costume 2
    Hair Costume 3

    The "hair costume" pieces are not interchangeable (i.e., a hair costume 1 piece can't go in a hair costume 2 slot), nor are they purely cosmetic.  If you want to add cosmetic items, then you add:

    Costume
    Hairstyle
    Lens
    Armband

    Here's Elsword's list of gear slots:

    Top
    Bottom
    Gloves
    Shoes
    Weapon
    Top costume
    Bottom costume
    Gloves costume
    Shoes costume
    Weapon costume
    Hair costume
    Full body costume
    Face (top)
    Face (middle)
    Face (bottom)
    Top piece
    Bottom piece
    Ring
    Necklace

    The costume slots commonly do give stats, but they're relatively minor stats.  Still, they're real gear pieces and make the "main" gear piece for a character not visible

    Here's Uncharted Waters Online:

    Armor
    Head gear
    Boots
    Gloves
    Weapon
    Accessory
    Sails (number varies by ship)
    Cannon (number varies by ship)
    Extra plating (number varies by ship)
    Figurehead
    Special

    Here's Champions Online:

    Primary offense
    Secondary offense
    Primary defense
    Secondary defense
    Primary utility
    Secondary utility

    Here's Neverwinter:

    Armor
    Head
    Arms
    Feet
    Neck
    Belt
    Ring
    Weapon
    Off-hand
    Artifact

    Here's Guild Wars 2:

    Chest
    Legs
    Hands
    Feet
    Head
    Shoulders
    Breathing Apparatus
    Main Hand
    Off Hand
    Back
    Amulet
    Accessories (2)
    Rings (2)

    Here's Spiral Knights:

    Armor
    Helmet
    Shield
    Trinket (2)
    Weapon (4)

    No two of those are even remotely similar to each other, let alone identical.  And none of them have a dedicated "male earring" slot, though some have one slot where an earring is one of the things that could go in that slot.

    That's not cherry-picking, either.  That's a list of all of the games that I've played for more than a couple of months over the course of the last several years.
  • Dagon13Dagon13 Member UncommonPosts: 566
    Quizzical said:
    Loke666 said:
    Quizzical said:
    The most direct answer to your question is, because good game designers have ideas of their own that they want to implement, rather than just copying some other game.
    If that was true why do almost all MMOs have the exact same gear slots (including the male earring slots)? Why are the rarity so similar?

    As good as all fantasy themepark more or less use the same system copied and pasted from Everquest. The only thing that sometimes differ is that a few games don't have gear slots or attachments.

    And if you must copy someone you could at least try to copy something different from most of the games, it isn't as RO wasn't popular.

    It certainly would be better with an original system though.

    A specific piece of gear would work in EQ, Wow, GW2 or almost any other game with little to no tweaking.

    You did leave you the loophole about "good game designer" though, those are rare.
    Maybe the games that you play all have exactly the same set of gear slots.  The ones that I play sure don't.

    Here's Tree of Savior's list of gear slots, not counting things that are cosmetic:

    Top
    Bottom
    Gloves
    Shoes
    Left Hand
    Right Hand
    Bracelets (2)
    Necklace
    Hair Costume 1
    Hair Costume 2
    Hair Costume 3

    The "hair costume" pieces are not interchangeable (i.e., a hair costume 1 piece can't go in a hair costume 2 slot), nor are they purely cosmetic.  If you want to add cosmetic items, then you add:

    Costume
    Hairstyle
    Lens
    Armband

    Here's Elsword's list of gear slots:

    Top
    Bottom
    Gloves
    Shoes
    Weapon
    Top costume
    Bottom costume
    Gloves costume
    Shoes costume
    Weapon costume
    Hair costume
    Full body costume
    Face (top)
    Face (middle)
    Face (bottom)
    Top piece
    Bottom piece
    Ring
    Necklace

    The costume slots commonly do give stats, but they're relatively minor stats.  Still, they're real gear pieces and make the "main" gear piece for a character not visible

    Here's Uncharted Waters Online:

    Armor
    Head gear
    Boots
    Gloves
    Weapon
    Accessory
    Sails (number varies by ship)
    Cannon (number varies by ship)
    Extra plating (number varies by ship)
    Figurehead
    Special

    Here's Champions Online:

    Primary offense
    Secondary offense
    Primary defense
    Secondary defense
    Primary utility
    Secondary utility

    Here's Neverwinter:

    Armor
    Head
    Arms
    Feet
    Neck
    Belt
    Ring
    Weapon
    Off-hand
    Artifact

    Here's Guild Wars 2:

    Chest
    Legs
    Hands
    Feet
    Head
    Shoulders
    Breathing Apparatus
    Main Hand
    Off Hand
    Back
    Amulet
    Accessories (2)
    Rings (2)

    Here's Spiral Knights:

    Armor
    Helmet
    Shield
    Trinket (2)
    Weapon (4)

    No two of those are even remotely similar to each other, let alone identical.  And none of them have a dedicated "male earring" slot, though some have one slot where an earring is one of the things that could go in that slot.

    That's not cherry-picking, either.  That's a list of all of the games that I've played for more than a couple of months over the course of the last several years.
    I don't think it matters because almost all game avatars are humanoid and all of the "slots" are based on the feasible objects a person could hold/wear.  MMO design is still seated in reality, and in reality humans wear rings, don hats, and put shoes on their feet.

    Heck, the term 'accessory' practically sums up every possible object, real or supernatural, that you could put on your body.  Calling it neck, wings, or hair costume doesn't change anything.  The only reason to designate a slot as a helmet is to categorize and restrict how many items of a specific category can be equipped.
  • MargraveMargrave Member RarePosts: 1,371
    It's called a hint. Some people take it.
  • nerovergilnerovergil Member UncommonPosts: 680
    ro is legend
  • EsuarfeeeeEsuarfeeee Member UncommonPosts: 91
    edited February 2017
    do you want a lot of bots? because thats how you get a lot of bots

    image
Sign In or Register to comment.