Suggestion: Different spells have different armor requirements



  • @Gothix

    then you are heavily limited in versality because you need to take less gear to be able to farm more mats

    Your versatility comes from chosen abilities and talents
    Even if you go magic archetype, you can still be dedicated healer, nuker, dotter... whatever uses INT as main attribute (which is like 60% of all abilities). You can even further specialise on rest if you know what element your enemy is to counter him.
    I don´t really understand yet what you´re talking about 😞 To me it seems like you don´t want to roam the world and fight, but rather play "Item management simulator". Please don´t take any offence, but I still fail to see any reason to make the system so complicated (not difficult, as it´s actually making it easier for you .... just unnecessary tiresome).
    What will be the advantage or being able to bear 10 sets of armour? By "versatility" you mean to be able to say "im tank now", after 5 minutes "well, I feel like rogue now", dress accordingly and be completely different ? You have 400 (1200) abilities, passive talents and in case of Beastmen and Demons another passives / actives to use. You will probably still be limited by your attributes (unless you´re Human).
    Why not use one set of armour with enchants to make you specialist / to fill gaps in stats made via choice of attributes and "polish" the build with abilities (which define your gamestyle).


  • TF#12 - PEOPLE'S HERALD

    I'm not talking about bringing 20 sets at once. 😄

    Just like 3-4, so you can make more distant journeys (further from your home) and still be able to change to fit more scenarios, without being overly limited by your (other items) carry capacity while doing it.

    If bag space is common, for everything, then I'll just stick to one set of armor, because I'll want rest of the bag free for other stuff, and that will definitely cut in on versatility that I can have while playing.

    I mean there is less point of having rich deck customisability if I will stick to one set / one deck most of the time due to these limitations.

    -- for people that will play in home zone, close to their home, where they store their other gear this isn't an issue. For travelers, this is more of an issue.


  • TF#11 - PROCONSUL

    @Gothix said in Suggestion: Different spells have different armor requirements:

    Just like 3-4, so you can make more distant journeys (further from your home) and still be able to change to fit more scenarios, without being overly limited by your (other items) carry capacity while doing it.

    You want to be able to prepare by carrying multiple sets of armor? I think that's great and the game should reward it.

    If you want to be able to prepare by carrying multiple sets of armor but not have to pay a tradeoff in terms of inventory space and carrying capacity? I'm much less on board with that.


  • TF#12 - PEOPLE'S HERALD

    @KairosVal Imo. currently "gearing" mechanics are leaning towards promoting "staying in home zone" play style, because (among other advantages) having your house close by, also means you have storage close and other sets of gear close by for your use.

    These "gear management" mechanics are "less friendly" towards longer distance travel.

    Imo. longer distance travel should be better promoted, through various mechanics, because game is featured like exploration game, and my suggestion was just one of the suggestions how to help with that issue, through the aspect of "gearing".



  • @Gothix said in Suggestion: Different spells have different armor requirements:

    If bag space is common, for everything, then I'll just stick to one set of armor, because I'll want rest of the bag free for other stuff, and that will definitely cut in on versatility that I can have while playing.

    I understand all this, but what does armour have to do with versatility ? If you want to make game easier (by carrying armour with resistances more fitting to upcomming fight), why not just pick ability that grants you the resistance (same for everything else - different spell element, more offensive / defensive abilities).
    For me it seems like 1) PVE only mechanic which also 2) lowers the difficulty of the game while c) making it more management dependant (imo having to care about your clothes - warm/cold weather - and food - so you dont starve and die - is enough management in full loot PVP MMO), we can even switch abilities and passives before every fight, isn´t this enough?


  • TF#12 - PEOPLE'S HERALD

    @asspirin that depends on how complex and versatile skills we will end up in the end, "skill list" that would potentially be effective enough to negate the need for multiple sets of armor.

    It may very well work how you say. 🙂 But I doubt it, because gear/enchanting would become irrelevant then.

    Imo, we will have extremely complex skill system and enchanting system, but "strength" of those skills will not be as powerful, to make us able to withstand environment challenges on it's own (without the need of using appropriate gear/enchants), because that wouldn't make sense. 🙂

    So gear/enchants will still be very relevant and necessary.

    So if we are not able to carry multiple sets of gear with us, having our house storage close to us will be very necessary, and that will in some extent deincentivize more distant travel excursions, and incentivize people to, "in larger part", stick closer to their homes.

    I don't believe I am wrong with this one. 🙂


  • TF#11 - PROCONSUL

    @Gothix said in Suggestion: Different spells have different armor requirements:

    These "gear management" mechanics are "less friendly" towards longer distance travel.

    Longer distance travel is supposed to be something you have to prepare and plan for. So it's "less friendly" in the sense that you have to work for it, yeah. And there's tradeoffs.

    So you can bring additional gear - but you need high strength and will lose inventory space. Or you can bring a pack animal and a cart, but that will make you a tempting target for an ambush. So maybe you need to get together into a caravan with other travelers for safety and to pool resources do do long range travel and oh look, emergent gameplay just happened. 😆

    But yeah, it's something that'll have to be balanced out. Just keep in mind that it's hard to see how that balance will play out later given that some of the key systems (like pack animals and carts) aren't implemented yet.



  • @Gothix

    But I doubt it, because gear/enchanting would become irrelevant then

    In literally every rpg game ever you have abilities and still gear is alpha and omega. If nothing more, gear gives you rasistances you lack - here you can improve your survivability by choosing what your stats cannot offer you - low health? enchant hore healt, low reflex save ? Reflex save enchant etc. Enchanting is supposed to improve what your character sucks at or to further specialise him in what he´s good at. It even defines your role: high STR ? You will need heavy armour to endure melee beating. Silent, fast and precise ? Use medium, you will be melee, but need to move quiet. Caster? Use light armour, they´re not going to reach you alive anyway. Oh boy.

    but "strength" of those skills will not be as powerful, to make us able to withstand environment challenges on it's own (without the need of using appropriate gear/enchants), because that wouldn't make sense

    "Stuck between a clan of bandits and a raging river? Animate the waters to protect you, or freeze them over to cross to safety – then melt them to drown your foes! In Fractured, the natural elements around you can always be exploited to defeat your enemies, even when all hope seems lost.

    Fractured is out to break the boundaries of the MMO genre by bringing the combat style you’ve loved in single-player Action RPGs into a complex sandbox universe. Learn to aim, dodge and master over 400 abilities and 40 unique status effects: only your skills and tactics will lead you to victory!"

    ...this was stated by devs. I don´t see any "only your backpack full of armours and cheesing through the content will lead you to victory" 😛

    Sry buddy, one will probably have to use skill.


  • TF#12 - PEOPLE'S HERALD

    I guess you are right.

    I also forgot one additional thing... One can steal another mans gear while distant traveling, and switch. 😉

    I guess I'll just have to make sure my avatar looks good, to be able to find lovers in distant towns, and use their houses.


  • TF#12 - PEOPLE'S HERALD

    I just hope that we will see a total free choise builds where different combinations are also working in practice and considerable for real and not just an illusion of free choise.


  • TF#12 - PEOPLE'S HERALD

    Hmmm now this poses interesting question... I didn't try it so maybe someone here knows. 🙂

    Lets say I have a house and then I decide to travel far away, and I like it there... and I never wish to return to old place... can I remotely abandon my house, to be able to build new one in new area...

    ...or I will have to wait a bunch of time for my house to deteriorate on its own, or spend ages to travel back to destroy my house (if that's even possible) ?

    Or can I remotely abandon it and build a new one on new spot? 🙂


  • TF#12 - PEOPLE'S HERALD

    @Gothix I presume there will be some fast travel options at least for naked traveling to help with long distances. It would make sense that we need to abandon the house where it stands or in the closest town if houses are related to towns' influences.

    Question also goes where we can respawn after we die? If we can choose for example home or closest town that will help to plan with the journey back to home.

    I recently started to play Albion Online again and at start I decided to move my personal island to another city. First I moved all my stuff away from my house to my personal chest in the near city. After that I demolished all the buildings which gave me perhaps 90% of the used materials back which I also moved to my city chest. After that I needed to abandon that island in the city it was attached to. Next I started to transport the crucial stuff to the another city and I bought a new island from there. I have done few transport travels with my ox but I still have some good stuff in the other city. I also decided to sell part of my stuff to avoid some transporting. I guess this kind system is okay as far as the additional work is decent and not too painful. Albion system is of course a different what we have in Fractured and cannot be just copied but I guess something similiar would be nice, as applicaple.



  • @Gothix said in Suggestion: Different spells have different armor requirements:

    It only makes sense that mounts can be looted as well. Otherwise everyone would just store stuff there to be protected.

    Sorry again, I can't be very active in Fractured in these troubled times. 😞

    Yes, mounts should be looted but my point is that if you want different pet categories*, then they will impact inventory space and carry weight. If they don't, everyone rides a fast mount. Also, how is the player dismounted and what happens with the (overweight) player and <pet inventory> on dismount? When, how long it takes and in which circumstances can the player resummon their mount? These questions heavily impact each other and the mounts class balance, which, in turn affects the inventory system. If mounts will play a significant role (in transporting goods and traveling), we should know more about them before being able to talk about the inventory system.

    *the usual categories: transport mount (slow, but lots of inventory spaces and/or carry weight and/or armor), all purpose mount (balanced speed, armor and carry capacity), war mount (increased defense while mounted, no carry capacity), chase mount (increased mobility, no armor / carry capacity)


  • TF#12 - PEOPLE'S HERALD

    @Razvan I agree that dividing mounts to under different main categories would be the best solution. That system could be spiced up even more with passive and active mount abilities and perhaps also with item slots (maybe one ability and item slot is enough). It would be nice to have a animal breeder as profession option and other crafters having a possibility to craft mount items e.g. saddlebags, horseshoes..


  • TF#7 - AMBASSADOR

    The origin of the conflict between magic and heavy armor is that magic is fundamentally broken in most implementations - it's grossly overpowered. If it wasn't, then it wouldn't be an issue to let characters use it in heavy armor, just like it isn't an issue to let them use powerful melee weapons in heavy armor because heavy melee weapons don't have instant kill spells, unlock doors, teleport, etc.


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