0.9.3 Updated Progress Report (final update Nov 13)

I cant see the stats of you rings :/

What kind of calculators are you making and when do you plan to release them?

While a character builder might be nice, I would love an item builder where you choose the (base) item and add/change mods/sockets and the calculator tells you what orbs you have to use and what item lvl is needed for the mods.
Siis: Our long term goal is that a lot of the in-game functionality will be available on the website. For example, you'd be able to see your current passive skill layout, allocate skills on your actual characters, plan a new one for new characters and link it to other players.

Edit: Updated original post with November 5 update.
Lead Developer. Follow us on: Twitter | YouTube | Facebook | Contact Support if you need help!
Last edited by Chris#0000 on Nov 4, 2011, 10:27:29 PM
Are you considering changing some of the implicit mods on items to be percentage based, such that they're useful to both low- and high-leveled players?
IRON MAN
The amount of dedication to your community never ceases to amaze me GGG. If I could, I'd get you some ghost chips :P
"
sturglemeister wrote:
The amount of dedication to your community never ceases to amaze me GGG. If I could, I'd get you some ghost chips :P


^ you know I can't grab your ghost chips!
Do you serve a purpose, or purposely serve?
When in doubt inside your atavistic allure, the value of a summer spent,
And a winter earned.
"
SirSelim wrote:
"
sturglemeister wrote:
The amount of dedication to your community never ceases to amaze me GGG. If I could, I'd get you some ghost chips :P


^ you know I can't grab your ghost chips!
We need killer potatoes in the game, so you can cut them up with swords, cook them with fire damage, and then raise them as spectres.
"
Dreggon wrote:
Are you considering changing some of the implicit mods on items to be percentage based, such that they're useful to both low- and high-leveled players?


That is something that has been discussed, but there are problems giving percentages to low level players because they often have only a very small effect.

We had a few goals with the recent revamp of implicit mods:
- To prevent any one type of base item from being the best in these series (belt/amulet/ring/quiver)
- To make sure that each new base type feels meaningful and powerful as it is introduced
- To *generally* make sure that each base type is still useful at higher levels, though in some case we have planned that the lowest couple are bad for high level players.
- To clump the base items up in more interesting ways. We don't have a new ring type introduced every 5 levels any more, for example. Instead they appear in groups.
Lead Developer. Follow us on: Twitter | YouTube | Facebook | Contact Support if you need help!
"
Chris wrote:
That is something that has been discussed, but there are problems giving percentages to low level players because they often have only a very small effect.


I haven't seen it on any current items, but can you have percentage plus flat increase? e.g. 10% extra accuracy, +53 accuracy. Useful at low levels because of the flat boost, not useless lategame because of the percentage boost.

"
Chris wrote:
- To clump the base items up in more interesting ways. We don't have a new ring type introduced every 5 levels any more, for example. Instead they appear in groups.


Do you mean that each progressively higher-level group of base items has new effects all separate and unique from other base items, or is each new base item in a group an improvement on a different item at a lower level?

i.e. BaseRing2 gives an implicit +50 to +54 accuracy, 10 levels later BaseRing12 gives an implicit +70 to +74 accuracy.
IRON MAN
"
Dreggon wrote:

I haven't seen it on any current items, but can you have percentage plus flat increase? e.g. 10% extra accuracy, +53 accuracy. Useful at low levels because of the flat boost, not useless lategame because of the percentage boost.


That has been considered but was deemed too spammy/complicated. We're going to make sure that at the late game there are many viable base types for rings (which means there won't be some general +25% spell damage ring that's just better than everything else for a caster).

The good properties of the ring should come from the explicit mods - these implicit ones are just to add character to them :)

"
Dreggon wrote:

Do you mean that each progressively higher-level group of base items has new effects all separate and unique from other base items, or is each new base item in a group an improvement on a different item at a lower level?


An example with the new ones introduced today is that you have a choice between a 1-3 physical damage ring, a life ring and a mana ring at very low levels. They're all introduced at the same time and offer the player several options (rather than forcing people into something like before). Later, there's then a tier that has three different (generous) resistance rings available with similar values on them. They're all ranges of course, so you want to find the best ones in each range to later upgrade.
Lead Developer. Follow us on: Twitter | YouTube | Facebook | Contact Support if you need help!
Last edited by Chris#0000 on Nov 4, 2011, 11:36:25 PM
"
Chris wrote:
An example with the new ones introduced today is that you have a choice between a 1-3 physical damage ring, a life ring and a mana ring at very low levels. They're all introduced at the same time and offer the player several options (rather than forcing people into something like before). Later, there's then a tier that has three different (generous) resistance rings available with similar values on them. They're all ranges of course, so you want to find the best ones in each range to later upgrade.


Regarding upgrades: as far as I can tell, the potential explicit mods that you can get on an item are dependent on the base level of an item (so we won't see +150 accuracy explicits on a level 2 item). That being said, some of the lower- to middle-level rings might have an optimal range of stats on them.

Will we see different, higher-level versions of these rings (e.g. both level 20 and level 70 versions of a ring will give between 20% to 30% fire resistance)? The higher level rings would allow for vastly stronger explicits, though I don't know how the low-level version would be valuable to a high-level player. Perhaps a currency item that boosts the low-level item to a high-level one, and increases the numerical values of explicits currently present on the item to appropriately match the new high-level status of the ring?

This would mean a relatively new player could find a very nice item that would be useful to a veteran high-level player if the veteran boosted the item's level requirement with some currency items. As far as I can tell, this could match your design intent.
IRON MAN
Last edited by Dreggon#7708 on Nov 5, 2011, 12:11:20 AM

Report Forum Post

Report Account:

Report Type

Additional Info