Zwiebelchen
Hosted Project GR
- Joined
- Sep 17, 2009
- Messages
- 7,234
I have discussed this with other people ingame before;
So I had this idea about a Diablo-style gem system (In the case of Gaias it would more be a "shard" system since the term "Gem" is reserved for Mage offhand items), using the charge count of items to display how many shards are forged into an item (just like the Psionic Blade displays it's charges with a small number under the icon).
The Good
Players could basicly use shards as usable items on other items (like weapons and armors) to attach them to this item permanently. To view what shards are attached to what equipment item, you can simply left-click this item, which would open a hidden spellbook with an ability icon for every shard attached.
Here you can view and remove any attached shards (destroying the shard in the process) again, in case you want to get rid of it.
Shards could give a number of bonuses depending on the type, quality and level of the shard, like increasing the chance to trigger weapon procs, increasing certain item stats, etc.
The idea is to have this shard system as one of the primary gold sinks of the game, with many shards being crafted items that require expensive vendor goods or recipes.
Sounds great in theory and I have no doubts that it could play out amazingly.
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The Bad
I am pretty sure that people will probably just ignore the shard feature completely until reaching the endgame content. Which imho is acceptable, but a large reason why I wanted to play with this idea was to add more stuff to do in lower levels.
The downside of rooting such a thing into being a major gold sink is that people won't invest gold if they don't have to. Which kind of defeats the purpose.
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The Ugly
After doing the math on it, I noticed how problematic such a system would be in regards to the save/load length.
As players can have not only a backpack, but also up to two stashes total, the number of digits it would add to the code length is enormous.
Let's just say I allow a variety of 10 different shards per equipment type (to have 3 types spread over 3 different level ranges) and up to two shards attached per item:
10 available shards ^ (24 equipment slots * 2 shards each) = 10^48 possibilities = 48 digits in a base-10 save/load.
Converted to the base-56 system Gaias uses:
56 ^ 28 = 9*10^48
... so this system would add a whopping 28 digits to the already bloated save/load code (and remember that the maximum string length you can input into a chat message to load your hero is heavily limited by the game engine to just about ~100 characters).
For comparison: the same 28 digits would allow me to increase the maximum number of items in the game by factor 100.
So I had this idea about a Diablo-style gem system (In the case of Gaias it would more be a "shard" system since the term "Gem" is reserved for Mage offhand items), using the charge count of items to display how many shards are forged into an item (just like the Psionic Blade displays it's charges with a small number under the icon).
The Good
Players could basicly use shards as usable items on other items (like weapons and armors) to attach them to this item permanently. To view what shards are attached to what equipment item, you can simply left-click this item, which would open a hidden spellbook with an ability icon for every shard attached.
Here you can view and remove any attached shards (destroying the shard in the process) again, in case you want to get rid of it.
Shards could give a number of bonuses depending on the type, quality and level of the shard, like increasing the chance to trigger weapon procs, increasing certain item stats, etc.
The idea is to have this shard system as one of the primary gold sinks of the game, with many shards being crafted items that require expensive vendor goods or recipes.
Sounds great in theory and I have no doubts that it could play out amazingly.
----------------------------------------
The Bad
I am pretty sure that people will probably just ignore the shard feature completely until reaching the endgame content. Which imho is acceptable, but a large reason why I wanted to play with this idea was to add more stuff to do in lower levels.
The downside of rooting such a thing into being a major gold sink is that people won't invest gold if they don't have to. Which kind of defeats the purpose.
----------------------------------------
The Ugly
After doing the math on it, I noticed how problematic such a system would be in regards to the save/load length.
As players can have not only a backpack, but also up to two stashes total, the number of digits it would add to the code length is enormous.
Let's just say I allow a variety of 10 different shards per equipment type (to have 3 types spread over 3 different level ranges) and up to two shards attached per item:
10 available shards ^ (24 equipment slots * 2 shards each) = 10^48 possibilities = 48 digits in a base-10 save/load.
Converted to the base-56 system Gaias uses:
56 ^ 28 = 9*10^48
... so this system would add a whopping 28 digits to the already bloated save/load code (and remember that the maximum string length you can input into a chat message to load your hero is heavily limited by the game engine to just about ~100 characters).
For comparison: the same 28 digits would allow me to increase the maximum number of items in the game by factor 100.