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 3)
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on Sep 07, 2008

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.

Then don't add too many, it'll make the buying process easier, spread the complexity out better, and all sorts of other benefits.

on Sep 07, 2008

This is certainly interesting but I think it is still too much.  I'd prefer giving each item a single upgrade path that just increases all of its attributes as Mehve said.  Then you can split up the attributes based on the type of item - boots increase speed and attack speed, breastplates increase health and armor, etc.  To make the different boots different, you give them fun things like thorns or stun resist or negative things like decreased crit chance or less health.  That way you can quickly say "ok, I want to move faster, so I pick a boot, and I don't want to lose anything so I'll just take the basic one, and oh! I got some more gold so I'll upgrade it once so I go even faster".  Buying a "level-2 boot" would cost slightly less than buying a level 1 boot and upgrading it, I think.  This way it is very quick to get what you want, even if you haven't memorized the item lists yet.

on Sep 07, 2008

iunno why people wouldnt want such a system implicated it works fine but if u want u can add lvl requirements for different upgrades

on Sep 07, 2008

I think that the added flexibility of having an item possibly modifying three attributes (and it'll say it will in the store tooltip) will outweigh the few extra seconds it takes to read the descriptions in the store. Providing the opportunity for flexibility later in the game will allow less formulaic builds because you can follow the game better. It will allow much more unorthodoxy in design because you can adapt as the game progresses far more easily so you can take a dangerous choice without having your build become steadily more extreme as the game progresses.

on Sep 07, 2008

Gnats3
This is certainly interesting but I think it is still too much.  I'd prefer giving each item a single upgrade path that just increases all of its attributes as Mehve said.  Then you can split up the attributes based on the type of item - boots increase speed and attack speed, breastplates increase health and armor, etc.  To make the different boots different, you give them fun things like thorns or stun resist or negative things like decreased crit chance or less health.  That way you can quickly say "ok, I want to move faster, so I pick a boot, and I don't want to lose anything so I'll just take the basic one, and oh! I got some more gold so I'll upgrade it once so I go even faster".  Buying a "level-2 boot" would cost slightly less than buying a level 1 boot and upgrading it, I think.  This way it is very quick to get what you want, even if you haven't memorized the item lists yet.

Yeah i originally though that.

HOWEVEr I think it'd add a lot to have a special attribute added at the very end depending on the path you take.

Plus, this way strengthening boots replace both those other two ones.

 

Same thing with there being the armors that have low armor, high hp and regen, and one with high armor, low hp and regen.  Those 4 armors or whatever become just 1.

on Sep 07, 2008

innociv
Plus, this way strengthening boots replace both those other two ones. Same thing with there being the armors that have low armor, high hp and regen, and one with high armor, low hp and regen.  Those 4 armors or whatever become just 1.

My way does that too though, since instead of boots, a helmet, and gloves boosting energy, only ones does.  There would be 3 or 4 of each type to add some variety but you would still have fewer items altogether. 

on Sep 07, 2008

Eh? No that way you'd need to have boots that have low IAS, high armor, boots that are half in between, and boots with high armor, low IAS.

on Sep 07, 2008

No, instead you would pick boots for one attribute and a different type of item for the other attributes.  Or you could just accept that you can't have everything, which you accepted to begin with since you have to pick a Demigod that is only good at certain things.

on Sep 07, 2008

Personally i like the triple-pathing Idea the best.

24 Base items which each get 3 upgrade-paths to follow. Adding Auras/Abilities, some give negativ stuff to compensate for its power etc.. You could play alot with this system.

Also 72 unique items should be possible, if you limit the itemclasses to specific roles/stats.

Hm, i think i was wrong saying, it would be still hard for newbies. The game is new, so it will be hard, but the system - if done well - can be very intuitive while still adding depth to the item choices of veterans.

on Sep 07, 2008

Gnats3
No, instead you would pick boots for one attribute and a different type of item for the other attributes.  Or you could just accept that you can't have everything, which you accepted to begin with since you have to pick a Demigod that is only good at certain things.

Then I can't pick two high armor items?  That doesn't sound fun to me..

 

Plus I think a big part of what matters is that it's cool.  The branching upgrades would be cool. :]

Aspartem

Hm, i think i was wrong saying, it would be still hard for newbies. The game is new, so it will be hard, but the system - if done well - can be very intuitive while still adding depth to the item choices of veterans.

I think after someone upgrades their first item, they'll understand it for them all and be able to just hover over the other items in the shop and be able to make informed choices.

on Sep 07, 2008

You can pick two high-armor items by buying two breastplates .  Of course, if they only let you have one of each type, you'll just have to pick a Demigod that has high armor to begin with.  Branching upgrades would be more work and clutter than cool imo.

on Sep 07, 2008

I wouldn't mind any way but my prefered way is:

Each item has it's own upgrade path.(1-3 levels)

The movement boots could start with the 10% move for 500 gold, 15% for an additional 500, and 20% for an additional 1000. All the while increasing the armour the item gives by like 10% per level. Artifacts could get better and better activateable abilities.

It would also eliminate looking for the the plain higher level of what I already have thing and allow for more room for more unique items. (there are 2 breast plates which give health, 2 rings which give lifesteal, ect.) with out creating too many end items, with less clutter, ect.

on Sep 07, 2008

mOoEyThEcOw
Artifacts could get better and better activateable abilities.

Artifcts should be cheaper and, not as good, start with no artivated ability.
The upgrade path you choose would choose the activatable ability.

So there would be more activatable abilities to choose from, depending the path.
Or you could just choose bonus effects instead of an activatable ability, depends on the path you take.

 

mOoEyThEcOw

It would also eliminate looking for the the plain higher level of what I already have thing and allow for more room for more unique items. (there are 2 breast plates which give health, 2 rings which give lifesteal, ect.) with out creating too many end items, with less clutter, ect.

That's part of the idea, yep.

on Sep 07, 2008

I think since they are artifacts, they should do crazy stuff already.  Think of them as basically upgraded items that famous people used before they died, that are now available for you.

on Sep 07, 2008

It'd be nice being able to choose a different bonus for 'em though. 
Then again, you're saying that as someone that doesn't want the branched upgrades so i don't think argueing that will go anywhere.

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