ARROGANCE, NERDRAGE, TL;DR POSTS, ETC & occasional helpfulness!

How many words do I need to have this in Demigod, and it not have any silly recipes?

Picture = thousand words.

 

  1. You click on the blacksmith menu. You inventory comes up like at the shops.  You drag the item you want to upgrade to the first slot, which would show what you have upgraded and what you can upgrade.  In this case..  Strengthening Boots at "level 1".
  2. Color codes for common values to make comparisons easy.
    These numbers would change to reflect upgrades. (so it'd go from +15% to +25% to +40% increased attack speed with both attack speed upgrades.)
  3. Upgrades you can do are in gold with a glowing line leading to them.
  4. Upgrades you can't do are redded out.
  5. When you roll over it'd show the bonus for the upgrade and it's cost.  Or it could just always show them sort of like how I have it..
  6. The paths show the prerequisites for the upgrade.
  7. HOLY SHIT AWESOME.

 

There should be a max of like "3 points" or whatever to use for upgrades, PER ITEM.  So.. you can only reach 1 of the final paths.  At least that's what I think.. otherwise the prices would need to go up after each point you spend, or something..

 

If an item has more than 2 stats then the different ones would be grouped together in either path.
If an item only has 1 stat then one path would upgrade that, the other would add a new one.(or just all items should have a minimum of 2 stats.)

 

Another good point about this is that it'd reduce clutter in the shop. About 40% or so of the items in the shop are basically slight variation sof each other, or upgrades of each other.  It would stream line things a lot. =]   More accesibility = great.

 

 

Rolling over Items would bring up something like this:

  1. The up arrows and number shows which upgrade path each stat is on(if there was 3 stats, then 1 of them would be by ^1, the 2 others would have ^2 by them.).
    In this way you can tell which stats get upgraded by each branch BEFORE you by them.
    I think after using the blacksmith once this would become very very simple.  New players migth ask "what's the arrow by stats for?" to have people say "put it in blacksmith/upgrade thing" and it becomes easily understandable, at least I think!
  2. The Upgrade path # at the bottom shows what extra stats the item gets depending on what path you take. 
    #1 would be doing both lvls up upgrade1.
    #2 would be doing 1 lvl of each.
    #3 would be doing both lvls up upgrade2.
    I think this is also instantly understandable once you use the upgrading for the first time.
  3. I moved the $ amount by the name to condense it some.

Comments (Page 1)
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on Sep 06, 2008

That actually looks pretty cool. I'd go further to say that only one of the the final tier abilities can be bought for armor (only 10% chance on hit or only 15% to double strike or only +10% to all triggered skills/abilities). It would up the RPG + Strat ante a tad.

on Sep 06, 2008

Yeah i just added that while you where posting.   Max of 3 upgrades.  Each item would look similar, just different bonuses on each path.

Also, one upgrade could give 2 different bonuses.

 

I had to go eat but wanted to put it up there.

on Sep 06, 2008

how do you do tis

on Sep 06, 2008

nice idea

Tamba likes

on Sep 06, 2008

Reaver
how do you do tis

Photoshop.

on Sep 06, 2008

You photoshopped that in and then scrawled completely illegible text instead of using the text tool? Why?!

on Sep 06, 2008

This is an awesome idea! It does away with the difficult-for-new-players item recipe system in DotA without giving up the functionality of it! Great idea!

on Sep 06, 2008

AngryZealot
You photoshopped that in and then scrawled completely illegible text instead of using the text tool? Why?!

because i thought it'd be funny.

Notice i numbered them and wrote in the post underneith Mr. Meanyface. 

on Sep 06, 2008

 

Pretty cool idea actually.

on Sep 06, 2008

that looks sick they should really implement that for most or all items cept consumables of course

on Sep 06, 2008

I was thinking for every single item except consumables (but some of the current items would be removed, maybe a few new ones added)

on Sep 07, 2008

Q. Not to be a downer (nice pic btw), but is this system really doing anything besides letting you recycle your earlier purchases? If all the ingredients and upgrades can be purchased with just money, than ultimately the final item costs nothing but the sum of the ingredients. Yes, you can choose upgrade paths, but really you're just making a larger variety of items (even if some of the items are just variations on a single item). It's when you start including unpurchasable factors (time, dropped rare items, enemy kills, etc) that it becomes a meaningful game mechanic.

on Sep 07, 2008

It's when you start including unpurchasable factors (time, dropped rare items, enemy kills, etc) that it becomes a meaningful game mechanic.

No, it lets you slowly customize an item over time to your specifications. It allows you to go to the intermediary stage you want when you want. It could be accomplished with about 700 items total, but that would be inane. If we add unpurchaseable factors, that adds another completely arbitrary layer of complexity to the whole thing and pervert strategy into knowing the whole goddamn upgrade tree for everything instead of making good decisions on the fly. If various kills made some upgrades cheaper, sure, but if you need unpurchaseables, it'll be almost as inane as recipies, becuase it'll require a similar level of studying. I study for calculus. I DO NOT study for video games. If something that needs over ten minutes of study to be passable at, I will go apeshit.

 

Innociv, excellent job getting the right way to do items into such a good post. Karma for you!

on Sep 07, 2008

Q. Not to be a downer (nice pic btw), but is this system really doing anything besides letting you recycle your earlier purchases? If all the ingredients and upgrades can be purchased with just money, than ultimately the final item costs nothing but the sum of the ingredients. Yes, you can choose upgrade paths, but really you're just making a larger variety of items (even if some of the items are just variations on a single item). It's when you start including unpurchasable factors (time, dropped rare items, enemy kills, etc) that it becomes a meaningful game mechanic.

ne thing is does, is like currectly you have..

+15% IAS, +150 armor boots
+50% ias +75 armor boots.
+40% ias, +350 armor boots.
Can basically get the same thing by having upgrades for strengthening boots.  That's just one example.  There are the rings that arebasically the same, armor, helms.

 

It will REMOVE items from the actual shops.  Like each shop would just have 3-5 items probably, instead of around 5-8.

And while this gives more items (1 item turns into 3 if you just go by highest level, 8 if you count all levels) it makes them much simpler.

 

Tyo actually said they have 150 items or something on the drawing board to pick from and narrow down form. But we have about 50 in the game.(But 13 are consumables.. so 37.)

If there was 4 of each artifacts/helms/rings/breastplates/gloves/boots that'd be 24.  If they each had 3 end paths, that's 72.

You'd have the variaty of twice as many items in the game than we have now, but it'd be very intuitive, actually having less items to go through in the shops.

on Sep 07, 2008

 

The only problem with the system is that many items are already (basically) upgrades of an older item. Some items would need to be removed or revamped.

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