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Types of gear in certain games

CryomatrixCryomatrix Member EpicPosts: 3,223
Basically, I kind of hate gear that you get in dungeons or sets of gear because I absolutely hate it when every person is wearing the same items. If people farm for uniques or magic find, then basically, you just wait for the BiS gear to drop and then many people have the same equipment. 

My favorite style is gear that are like rares are in diablo 2 or POE, but basically, it is random attributes and RNG but precludes people from all wearing the same item. Crafting can be similar. Basically, just give me a system where people are all wearing different gear, similar, but different. The gear in lineage 2 was basically the same depending on how far you wanted to go with upgrading it. 

I am okay with very unique or legendary weapons, I just think that they should be super rare and unique, like if one person has it on server, it is like zOMG you're so baller. 

My thoughts. What is your preferred method. I do like the idea of crafting gear being just as good as found gear. 

Cryomatrix
Catch me streaming at twitch.tv/cryomatrix
You can see my sci-fi/WW2 book recommendations. 

Comments

  • Gamer54321Gamer54321 Member UncommonPosts: 452
    I wish devs would do both the following things:

    • have periodic equipment (only found, seeded into the game within a restricted period)
    • for some special type of items, have truly unique equipment (only one player has the items
  • SteelhelmSteelhelm Member UncommonPosts: 332
    How I would do gear in an mmo:

    1. Craft the item you want (creates basic stats for an item like armor value for armors, damage for weapons etc). If you craft a rapier, the item will look like a rapier. If you craft a chainmail, the item will look like a chainmail. There might be different kinds of visuals for a dwarven chainmail and an elven chainmail and so on and so forth. Or a few different kinds of rapier styles to choose from etc. The ingredients used might affect the colorization of the item. For example different colored fabrics of cloth etc.
    2. Paint the item. With some items you could paint them afterwards. Like painting a shield or a platemail etc.
    3. Enchant the item. Create magical properties(special stats) for the item. Enhance basic stats etc. Or even apply spells into items like a ring of invisibility.

    This way players could customize the way they want their characters to look, create different kinds of gameplay opportunities and customizations.

    Talking about games where thousands of players exist simultaneously in a single instance and mechanics related to such games.
  • WizardryWizardry Member LegendaryPosts: 19,332
    I wish they would put more effort into the spells/abilities so the players use of those is way more a factor than the gear.

    As well devs should create multiple ways to enhance and progress a character so again it does not become a end game gear grind like most every game.

    Bottom line is that all these Wow and Wow clones are VERY lazy designs,easy to keep inserting new Boss and new drops to the loot table with little to no other factors.I often wonder why anyone would find these lazy designs interesting but i guess it is because they don't understand game design and what can actually be done to improve combat and characterization.Never more evident than when we see "characterization"talk followed up by videos and talk of visuals rather than statistical and abilities.So both devs and players just do not understand how to create a higher quality design so these low level Indie designs keep popping up over and over.

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

  • WizardryWizardry Member LegendaryPosts: 19,332
    The way gear TYPE's should work is for example by utilizing elemental factors,like perhaps water resistant gear or fire resistant gear.Then although doesn't make realistic sense you could have gear that supports the same offensively,Fire based damage or Earth based etc etc.As well elemental player to player combos to again enforce elemental properties that again can be supported with the gear.
    These types of gear attributes should be across all classes and not just relegated to individual type classes.it ALWAYS points back to effort because even using my example a lazy/cheap developer would individualize the gear so they could make less sets.Example Water only works for Warrior or Fire for Wizards ideas.If a developer has to make gear sets for all ranges and all classes it takes more work and effort.That is what it takes to make a game that actually deserves a 8/10 rating instead of all the BS over rating of 4-5/10 games and giving them 8.5's.

    EFFORT<<keyword.

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

  • Jill52Jill52 Member UncommonPosts: 85
    Yes, I agree. Gear in most games is boring. Equipment is typically level/class locked. As result, there is almost always only one specific 'godlike' gear set each class uses (or wants to use) and all other items are considered junk in comparison. If they would get rid of class and level restrictions and just make everything stat based it would open up opportunities for players to make their own unique gear sets. For example, say you want heavy armor on your priest? If you're willing to buff your strength stat enough to wear it you should be able to do it.

    I prefer it when, instead of adapting your style of play to match the available gear, you can match your gear to your own play style.


    Steelhelm
  • ScorchienScorchien Member LegendaryPosts: 8,914
    edited June 2017
     3 of my favorite games : Ultima Online , Asherons Call and Project Gorgon have one thing in common ...........Random Loot .....love it
  • cameltosiscameltosis Member LegendaryPosts: 3,847
    I fall into the SWG camp in terms of how I feel gear should be acquired. It should all be crafted, it should all be completely level / class free and the quality should be determined by materials and crafter skill, rather than a set recipe. 

    From there, add a cosmetic system, either something like ESO where gear is specifically crafted to look a certain way, or SW:TOR where you keep the shell but replace the stats, or LotRO's standard cosmetics. 


    In this way, you get a buzzing, vibrant player economy where crafters are actually valued. You get variable quality and degradation, so it is still impressive when you have a really good set, plus the cosmetic system still allows you to express yourself without having to worry about stats. 


    I also want to do away with set bonuses on gear. Whilst I do enjoy the potentially class-changing bonuses, I have yet to experience a game where set bonuses have been balanced - there is simply always 1 superior set due to the set bonus. 
    Steelhelm
    Currently Playing: WAR RoR - Spitt rr7X Black Orc | Scrotling rr6X Squig Herder | Scabrous rr4X Shaman

  • 13thBen13thBen Member UncommonPosts: 120
    Basically, I kind of hate gear that you get in dungeons or sets of gear because I absolutely hate it when every person is wearing the same items. If people farm for uniques or magic find, then basically, you just wait for the BiS gear to drop and then many people have the same equipment. 

    My favorite style is gear that are like rares are in diablo 2 or POE, but basically, it is random attributes and RNG but precludes people from all wearing the same item. Crafting can be similar. Basically, just give me a system where people are all wearing different gear, similar, but different. The gear in lineage 2 was basically the same depending on how far you wanted to go with upgrading it. 

    I am okay with very unique or legendary weapons, I just think that they should be super rare and unique, like if one person has it on server, it is like zOMG you're so baller. 

    My thoughts. What is your preferred method. I do like the idea of crafting gear being just as good as found gear. 

    Cryomatrix
    Actually I like the gears on the game I am currently playing and its not bad either if every player wears the same gear. But its the process of acquiring the gear. I am playing AQ3D right now and you can get your gears through buying or through crafting. Crafted gears are much better than bought ones. However, You must need certain materials upon crafting one and that's where the fun part. To grind materials for your gears and to craft the strongest gear on the game. Plus You'll level up during the process.
  • KyleranKyleran Member LegendaryPosts: 44,057
    DMKano said:
    I think gear should only be available in the cash shop.

    That way you can pwn the poor, and make fun of them for not having money.

    (yes this is sarcasm, because some of yall be thick skulls)
    You know, sometlmes it is difficult to tell when you are being sarcastic.

    Not in this instance..but sometimes

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    Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm

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  • Loke666Loke666 Member EpicPosts: 21,441
    Yes, gear that actually shows on the avatar could be handled far better in MMOs. Personally I would like the armor pieces more split up so it would be easier to create a different style then everyone else. I don't really care either way that you would have to collect more pieces when playing but for looks it would help a lot. Besides, the way many MMOs have gear collecting as the only endgame it probably wouldn't hurt to look for more items that you replace slightly less often instead of a few you constantly replace all the time.

    Also, why don't stuff like jewelry show on my avatar in most MMOs? It just feels lazy.

    As for weapons, Neverwinter nights (Biowares version) let you mix 3 skins for a weapon to get a more interesting look and that was long ago. MMOs could easily have something similar.

    One thing that have become better lately is the coloring, I like it when you either can change it by will or the crafter decides it when making it instead of just having a fixed color, it helps a lot when making a character that sticks out from the rest.

    Of course this is for high fantasy games at least when we talk about armor. In a historical or low fantasy game the customization options probably would be more focused on jewelry and clothes then armor, there is just so much you can do with a real chainmail after all.

    We could actually talk about what buffs a specific type of gear should give as well but from the OP that feels slightly off topic.
  • Jamar870Jamar870 Member UncommonPosts: 573
    Depends on how important they see gear appearance is. Having highly customizemal gear puts an onus on the art dept of a dev. Also depends on their budget. Think it will have an impact on the size of game as well. Nothing wrong with what being suggested here.
    Steelhelm
  • Loke666Loke666 Member EpicPosts: 21,441
    Jamar870 said:
    Depends on how important they see gear appearance is. Having highly customizemal gear puts an onus on the art dept of a dev. Also depends on their budget. Think it will have an impact on the size of game as well. Nothing wrong with what being suggested here.
    True and gameplay is of course more important anyways but unlike improving the gameplay this is something that is rather easy to implement even if it uses a bit of resources.

    How your avatar looks is the most important thing graphicswise, and a high dergree of customization helps a lot there. In some games you can identify your friends and guildies on looks and I think it is worth the effort as long as you don't skip the gameplay. I rather have fewer types of mobs and great customization then many types and everyone of the same class looking alike.
  • CryomatrixCryomatrix Member EpicPosts: 3,223
    I think the issue with jewelry is that it would be impossible to see and bog down the server in large fights. 

    I think crafting for color is amazing. Make dye making into a job. But I prefer MMO's where the gear is wildly different. I remember back in diablo 2 days in early 2000's. You'd ask someone to show you their gear. It was pretty cool. Then it devolved into uniques and BiS and crap. 

    I do have to say, back when I played WoW in 2004, I did like that some armors had moving pieces in them. That's cool. 

    Cryomatrix


    Catch me streaming at twitch.tv/cryomatrix
    You can see my sci-fi/WW2 book recommendations. 
  • Loke666Loke666 Member EpicPosts: 21,441
    I think the issue with jewelry is that it would be impossible to see and bog down the server in large fights. 

    I think crafting for color is amazing. Make dye making into a job. But I prefer MMO's where the gear is wildly different. I remember back in diablo 2 days in early 2000's. You'd ask someone to show you their gear. It was pretty cool. Then it devolved into uniques and BiS and crap. 

    I do have to say, back when I played WoW in 2004, I did like that some armors had moving pieces in them. That's cool. 

    Cryomatrix


    It wouldnb't be impossible to see, some games shows amulettes and EQ2 for instance actually sold ring skins in the cashshop (while the in game rings didn't have any). Heck, it is way harder to see eye color and most MMOs have that.

    But yeah, if you use massive PvP it would become a problem. Most MMOs don't have that and you could add the option hide them in massive fights or for that matter all the time if you have an old computer.

    It could become an issue in games like GW2 but most modern MMOs don't have that many large fights if any at all besides raiding and even raiding have become smaller.

    And I agree that more skins beats color options but it still makes it easier to design a more unique look when you can pick both yourself.
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