• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Item System Ideas [Brainstorming?]

Status
Not open for further replies.
Level 4
Joined
Apr 25, 2011
Messages
73
Item System Ideas

(First of all, sorry if this in the wrong section.)

Hi! I really need some ideas for an item system, ORPG-like.
It has to be simple (what I mean is ... no system with -drop [slot number]; just a normal item), no conditions like "Only one per hero" (like you can only have one chest / one hand / one foot etc. ( <<< NOT like this)).

Basically I was thinking that the loot will be based on the number of players finishing a dungeon. Normal item for soloing, better item for a team of 2 and the most powerful item for a team of 3. Well I was thinking to make a god-like item which you can acquire only when you are full house playing the dungeon (and finishing with all players alive).

Ok, the things I said are not needing any advice, but what I'm gonna say next, that's where I really need some advice/tips.

My dungeons are based on elements. (fire, earth etc.) The thing is that the dungeons have more powerful creatures than the previous dungeons. It will be something like ... Boss level from Earth Dungeon 50, Boss level from Water Dungeon 100; or something like that. So I don't think it's fair for a Hero to go and make the easiest dungeon, get some OP item and then say: "Hurray, I pwn; game finished." I don't want people to think that some elements are more powerful than others.

If you have any ideas by now, please hold it and stay with me.

Another thing is that the Heroes are also based on elements. This is why I can't make some items more powerful than others... (or I can, I don't know, that's why I'm here asking for help). But, as I said, I don't want people to think that some elements are more powerful than others.

I guess it is blurry by now... But wait...

I am not sure if I should restrict Element Heroes with their Element Items or not... I mean if I do that, the game will become boring with the same items...

I don't know what you have understood so far, but if you have any questions please ask.

(I mainly want the items to be like Twilight's Eve ORPG's item system, but then I hit the problem with the Elements...)

Any ideas?

(If, somehow, you are interested in what I want to do (map project) and maybe want to give me a hand or want to find more about it, please feel free to PM me)
 
Last edited:
Level 4
Joined
Apr 25, 2011
Messages
73
The ORPG has Element Dungeons (Fire Dungeon, Earth Dungeon etc.). There are Element Heroes (Fire Mage, Air/Wind Archer etc.).

0. The thing is that the Dungeons have different levels of monsters... ( Ex: Fire Dungeon has +50 levels above Earth Dungeon highest level of a monster). The Dungeons are not equal, that's what I'm trying to say. So some dungeons will be easier to do, others harder.

1. Now the problems is with the items! Should I make the Items from easy Dungeons weaker than stronger Dungeons? Or they should be the same? What I am afraid of, is that people will think that some elements are weaker than others. (If so, some elements will be weaker, for example Earth<Fire and so on)

2. Also... Should I limit the Hero to use only his Element Items or he should be able to get any Element Item? (Ex: Fire Mage being/not being able to wear Water Items)

3. And... I don't think that, for example, a Bow Item should be wore by an Knight, don't you agree? I mean I need advice about this matter. I am not sure but I think that There should be items for every class. It would be strange to see a Knight wearing a bow.

PS: I just need another head for my map... since I'm making it alone... I can't decide how to make it. I just need another opinion... I'm stuck here... So I can't get it on with the Items... At the moment I have only 1 item... And that is a HP Potion.

PPS:Every element has his own characteristics (Ex: Fire - Damage, Silence; Air - Evasion, Poison etc.)

Edit: I have checked you link. I don't have a drop system from monsters. Only a drop system after doing a dungeon. I mean, I don't have that either, but I can make it myself. I just really need the idea of how it should be.
Edit2: As for another backpack, I was thinking of having a special unit that can be summoned through an item to take any items carry them. But this is not a priority right now. If it is needed later, I will do it.
 
Level 4
Joined
Apr 25, 2011
Messages
73
Updated my mind:

I will have Weapon Items (Sword, Dagger, Bow, Wand, Staff), Armor Items (Boots, Armor, Shield, Gloves) and Accessory Items (Amulet, Ring, Belt)

Accessories will be in an area where every player can buy (and must buy them; there is no other way to get them) any of them.

For the other 2 categories... The items can only be obtained from dungeons. Now I need to know if it would be better to have some different items (Items from Dungeon 1 (dungeon which is weaker than Dungeon 2) and what I have in mind is 3 items from each category and type, based on how many heroes are doing the dungeon.

ALL OK TILL NOW (nothing that is too hard to understand, I hope...) just stay with me...

But I was thinking to have some uber-powerful item that is something like an "Artifact Item" which is the most powerful item (and can be obtained, either with a 1 to 1000 chance of finding it, either when a full team of 10 heroes finishes the dungeon; I have still to make up my mind) (from Dungeon 1, for example), with cool effects, stats, damage etc. The thing is THAT... I don't know if I should make the Artifact from Dungeon 1 weaker than the Artifact from Dungeon 2 (since Dungeon 1 < Dungeon 2 in power and level of monsters) because Dungeon 1 is the Fire Dungeon (for example) and Dungeon 2 is Earth Dungeon. I don't want people to think that Earth is more powerful than Fire (which is not true, I am trying to balance the heroes, but here it's about Items), because everyone would make Earth Heroes and the Fire Class will become less popular / people will not play as much with Fire. ( I mean, if I were to chose the way in which Element Heroes have to have the same Items as their Elements, then it would matter to have equal items (not only abilities and stuff) but if I will chose not to... I think it will be OK to have Artifacts more powerful than others, depending on the Dungeon difficulty, DON'T YOU THINK? I just need your opinion... It doesn't matter how much of WE, programming or other stuff you know, it matter only how you feel about my ideas... Imagine the things I said and tell me how they would make you feel, what you would like to improve / change etc.)

Also: See my second post, since no one answered my questions from it... (they are related to this post... kind of...)
Off-Topic: Happy birthday to the thread!
crazy-monkey-emoticon-017.gif


It's been 10 days since I started it and I still haven't got any answer... What can I say other than Long Live The Thread!(...)
 
Level 9
Joined
Dec 12, 2007
Messages
489
if you want to consistent with phrase : "all elements are equal, none weaker",
you can make the item gives scaling bonus based on wielder stat,
for example: increase damage by %, and avoid using static value like increase damage by 9.
this way, all item dropped from early dungeon is still usable even in later dungeon to be consistent with the phrase item-wise.

to add it up, you can make item dropped from team gives higher scaling to simulate "better" item.

however, this might be a bit difficult to code, but that's out of the question.
 
Level 4
Joined
Apr 25, 2011
Messages
73
if you want to consistent with phrase : "all elements are equal, none weaker",
you can make the item gives scaling bonus based on wielder stat,
for example: increase damage by %, and avoid using static value like increase damage by 9.
this way, all item dropped from early dungeon is still usable even in later dungeon to be consistent with the phrase item-wise.

Hmmm... yes... I never thought of that... so thanks for widening my mind :D I just thought of constants... Although, that means, that if I make any artifact active, I will need to trigger it, but I think it's worth it. Thanks.

to add it up, you can make item dropped from team gives higher scaling to simulate "better" item.
(WHA'!?) You are referring to "%" instead of constant?

however, this might be a bit difficult to code, but that's out of the question.
uhum...
 
Level 9
Joined
Dec 12, 2007
Messages
489
(WHA'!?) You are referring to "%" instead of constant?
yes, it's about this part.
Basically I was thinking that the loot will be based on the number of players finishing a dungeon. Normal item for soloing, better item for a team of 2 and the most powerful item for a team of 3. Well I was thinking to make a god-like item which you can acquire only when you are full house playing the dungeon (and finishing with all players alive).
to simulate better item, you can make the better item give better % scaling.
 
Level 9
Joined
Dec 12, 2007
Messages
489
Of course! Thanks!

So, I should not restrict Element Items with Element Heroes? It should be any item for any hero, right? This will make the hero more versatile.

I don't know what to say about this, but consider this:
you say that each element dungeon is different by huge level gap.
I don't know what's your plan about the item drop, but assuming you can only get specific element items in specific element dungeon, won't this make the highest tier dungeon's element at disadvantage?

if you provide a lot of items, player can customize their own build to fit their need, even if its limited by their own element.

how about making the element item gives more bonus if wield by corresponding element? of course this will actually encourage player to use their own element item, but it won't limit them from equipping other element item.
 
Level 4
Joined
Apr 25, 2011
Messages
73
Hmmm... I see your point... But I don't want it to be something like soloing all dungeons because of a build with different items. I mean I hope that will not happen.
About the items... I want only the Artifacts to be kind of equal, since this item is the strongest from the Dungeon. The other 3 items from each type of each category will be dependable on the Dungeon you got them from. Here I can apply the Earth < Fire. After all, the purpose is to do all dungeons. You do Earth Dungeon, get some items, so you can do Fire Dungeon, get some items and so on.
 
Status
Not open for further replies.
Top