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 2)
9 Pages1 2 3 4  Last
on Sep 07, 2008

TheLovelyBones
 
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.

Yes, I said some items would be removed.
I don't consider that to be a problem though myself.
Unbreakable Boots = Strengthening boots with both IAS upgrades.
Boots of Mayhem = Strengthening boots with 1 IAS upgrade, 1 Armor upgrade.

 

And i couldn't edit my last psot.. i was going to cotninue to reply that I don' t see why more variaty is a problem?  Filling up the shop with tons of items would be a problem.
And Items you can only get from drops for combines?  I didn't know such a thing would exsist.. I dont' think so.
Regardless, if they DO add dropped special items (not saying they should) those could simply be upgradable too.

 

In DotA all the items are purchased with money, but requires you to waste time and have to ask in chat to find them if you're new to the game is very frustrating.  All the items in DotA cost money to upgrade too.

on Sep 07, 2008

I say just start out with one item of each kind, i.e. basic boots, basic gloves, basic helms, and upgrade in the forge from there.

So there's one shop at base with the lowest tier of items. Next to that shop, there's the upgrade center.

on Sep 07, 2008

I don't know about that.  You'd need to many branches then. 

I stick with my original idea.

on Sep 07, 2008

xthetenth
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.

To me, as proposed, Innociv's system seems to involve more than a little studying itself. While the concept is certainly simple, there really aren't that many different attributes that can be raised. Not in comparison to the number of upgrade paths, anyway. Sooner or later, two different paths (on entirely different categories of items) are going to be similar. Footwear and boots might both have armour upgrade paths, for example.

At this point, you're not only forced to decide which upgrade paths you want, you also have to decide which armour item to get that path with. Should you get your armour+ through boots or breastplate? Energy recharge+ through ring or helmet? Which item gives a bigger boost? Which is more affordable? What about oddball paths that give powerups that aren't readily apparent from the initial stats (i.e the middle path in your picture). That's more than a little studying in itself, I'd say.

I'm all for simplifying the item system, and the idea of upgrading IS more intuitive than going over each items' stats and trying to find the "right" item for your budget at the moment. And the present system is probably only going to get worse when more options are made available. I just think this proposed system has the potential to be just as complex.

Is there any merit to having just a single upgrade path for each item? Where each level simply involves a multiplier being used for the item's base stats? i.e. If the base item gives 100 armour and 10% attack speed, each subsequent level simply doubles the previous level's stats? Another similar item might give 200 base armour, but only 5% attack speed. Since the level increases are always proportionate, the player could quickly prioritize his attributes by the item's base stats, without having to waste time looking at the upgrade paths. And you could still remove a few items, since one item could cover both low and high levels.

Just a few thoughts on the matter.

on Sep 07, 2008

At this point, you're not only forced to decide which upgrade paths you want, you also have to decide which armour item to get that path with. Should you get your armour+ through boots or breastplate? Energy recharge+ through ring or helmet? Which item gives a bigger boost? Which is more affordable? What about oddball paths that give powerups that aren't readily apparent from the initial stats (i.e the middle path in your picture). That's more than a little studying in itself, I'd say.

There's a difference between finicky min/maxing which can be picked up from experience and only gives a small advantage, and needing a recipie which you need to know the ingredients for or you're stuck with an inventory full of bottom level items. One way is significantly more forgiving to new players than the other. I think that this system will be considerably less complex because you can take any item and have a very good idea what the upgrade path will be after about two games. The thing about progressive upgrade paths is that it allows the complexity to be processed gradually.

on Sep 07, 2008

Mehve, 1 upgrade could give more than 1 attribute.

I just used an example on an item that only has two.
Like say you have the rings.

Ring of Fortune - $2500
Health: +210
Health Regen: +0.42/sec
Attack Speed: +10.5%
Armor: +105
Energy: +300
Energy Regen: +25%

Ring of the Ancients - $5200
Health: +345
Health Regen: +0.69/sec
Attack Speed: +17.25%
Armor: +175
Energy: +575
Energy Regen: +40%

All Father's Ring - $16200
Health: +900
Health Regen: +1.8/sec
Attack Speed: +45%
Armor: +450
Energy: +1500
Energy Regen: +100%

 

You would start with just the first one.  One path would upgrade, health and health regen and armor maybe, and maybe the other energy, energy regen, and attack speed.
Do first level of both, and middle path at the bottom would be like the all-father ring.  The left and right end path something different.

There does not need to be, and there SHOULD NOT be a bunch of branches, one for each attribute.  You'd choose the group of attribute buffs you want the most.

 

Also, the possible upgrades could be shown when you hover over the item in the shop.  I've kept it simple with the few paths.
And you could get +armor from BOTH the breast plate and the boots..
And while you could go both the armor path on boots and breast plate, the bonus at the very end would be different.
So whether you choose the boots or breastplate for armor would be based on the other base stat(like maybe the breast plate gives health and health regen, vs the attack speed of boots.) and the last upgrade you get from following a path.

 

I original thought that just a simple lvl 2, lvl 3 upgrading of items that'd boost all stats kinda like you mentioned in the end of your post(so ring of fortune would become ring of the ancients, would become all father's ring).  But I think this would be much better as 72 items could be made out of 24, instead of 24 better items made out of 24 weaker ones.

 

When you hover over the shop you could get something simple like.. (photoshopping, brb)

on Sep 07, 2008

Ok, but for me it doesnt make a big difference to recepies. Just a little bit easier, because there are no need for ingridients. Still, it would be harder for newbies but i would give more depth to the higher level gameplay.

Could be also achieved by a huge load of items in the shops.. but, i like the proposed idea more.

 

Hm, but if they implement that, there is a big need for a shortcut for the character screen Or even add an inventory-only screen.

on Sep 07, 2008

\

Simple, yes?

on Sep 07, 2008

Still, it would be harder for newbies but i would give more depth to the higher level gameplay.

It wouldn't be much harder for newbies than a bloated item store, and compared to recipies it's much easier to deal with because you don't get devastated because you didn't memorize a list of items. I think it's the best idea because it keeps it relatively simple and quite easy to understand for the newbies, but makes it much deeper for veteran players.

on Sep 07, 2008

Ugh.. wouldn't let me edit.  This is so annoying.

 

Anyways, after someone uses the blacksmith once on an item it'd become instantly recognizable what the UP arrow is besides the stats(^1 is upgraded by the first upgrade, ^2 is upgraded by the second upgrade at blacksmith thing.)  And the paths it'd become instantly recognizable that getting 2 of up 1 is path1, upgrading lvl 1 of both is path 2, and upgrading both of the 2nd is path 3.

IMO that's more intuitive than having tons of items, and much more than recipes.  

 

REALLY this is turning 1 item into 8.  so 24 items is 192.  I just said 72 because there is 72 if you count just the end path on 24 items.  But imagine 192 items in the shop.   That wouldn't be good

on Sep 07, 2008

That wouldn't be good

No. This is the most intuitive way to fit that much depth into the game while still letting the player process it slowly enough that they can make good decisions in game. What about putting in the tooltip what attributes of an item can be increased? So underneath the bonuses it gives you immediately, it has in one color the tier 2 upgrades and in another the tier 3 upgrades. Does this even make sense?

on Sep 07, 2008

I think its a really great idea. nice one innociv!

on Sep 07, 2008

I like it, imma go photo shop my skill trees idea now!

on Sep 07, 2008

So if I interpret your picture correctly, the 'up' arrows indicate what the first two upgrade paths will focus on, and the "Upgrade Path X" statements refer to the special bonuses gained at the end of each of the three upgrade paths? Agreed, simple enough. But...

innociv
But I think this would be much better as 72 items could be made out of 24, instead of 24 better items made out of 24 weaker ones.

...I think this is where I tend to disagree the most. In a nutshell, without other changes, I think the "multiple path" idea creates too many final items. Even if the developers end up limiting equipment to only one of each category equipped, 3 choices in each equipment category still gives you 243 possible combinations. 4 choices, 1024 possible combinations. If you had 12 choices in each category (as with your 72 item plan)... excessive, I think.

Explanation: When you consider how many attributes exist in this game, you can only differentiate between different upgrades so much. To start with your example of the rings, create one base item with three upgrade paths focussing on variations/improvements on the base items' stats. Not unreasonable, I think. Now imagine creating three more base ring items, each one unique enough to justify its existence. Now create three upgrade paths for those three items as well. Now repeat this for each of the other four equipment classes. Again, try to make each item unique to be worth existing in the first place. And each base item needs to have enough attributes so that the upgrades mean something. You've got, what, around 20-ish attributes total to work with?

Sooner or later, you're either going to wind up with hardly any difference between similar category items, OR you're going to get overlap across categories. You're going to wind up with rings protecting more than breastplates, and breastplates doing more damage than gloves and boots. Yes, you can juggle the boosts around, but you just don't have very many attributes to work with in the first place. That's pessimistic I realize, but with so many items, the game's mechanics would kind of promote that sort of situation. Yes, you can differentiate by adding special bonuses at the end, but 72 different ones? Sooner or later, some poor "top-tier" item is going to get stuck offering protection from disco music or sweaty palms.

on Sep 07, 2008

No no no..  I said 24 STARTING items. (3-5 per category, average of 4.)  Consumables wouldn't have this.

It's 72 in the end, at the final path.  (24items*3 final paths=72 fully upgraded items)

9 Pages1 2 3 4  Last