I honestly don't have a big issue with item properties as they are, other than from an aesthetic viewpoint, but I know a lot of people seem to, so I wondered, what would be the pros and cons of simplifying items?
They sort of DID simplify items with the new loot using more property plateaus (5%-10%-15% etc) and I thought why not just go whole hog there and move back to a classic UO style presentation?
So instead of 1-50% damage increase you had Ruin-Vanquishing again, each step being +10% damage increase. Each property would have 1-5 named stages depending on current range of intensity, leaving only resists represented by numbers.
From there change the way item gumps look to give a clear "first glance" impression, not only using colors to give an easy an estimation of property strength (damage increase for example Ruin could be dull red, while Vanquishing Bright red with a black border) but also separate out properties from basic item info like base damage, weight, whatever, so you can easily see what is a magic property and what isn't (Pinco already covered this for the EC) Also implement the colored resist system from Pinco's into the CC, and have appropriate color glow if one of the properties is a resist bump.
Add colors to the names of items for type (minor magic-legendary artifact) to increase the ease, with unique artifacts having their own hues depending on the item.
Of course I would also add an entry into the "codex of wisdom" (remember that thing?!) that explains the numbers behind each property.
I can see one big con being less flexibility when crafting. The other obviously being the work and testing required to make it happen. Pros being simplicity for the non min/maxers, making it easier to judge items at a glance, and more immersive item representation ("Arcane Alacrity" beats "Faster casting 1" in my eyes).
Thoughts?
They sort of DID simplify items with the new loot using more property plateaus (5%-10%-15% etc) and I thought why not just go whole hog there and move back to a classic UO style presentation?
So instead of 1-50% damage increase you had Ruin-Vanquishing again, each step being +10% damage increase. Each property would have 1-5 named stages depending on current range of intensity, leaving only resists represented by numbers.
From there change the way item gumps look to give a clear "first glance" impression, not only using colors to give an easy an estimation of property strength (damage increase for example Ruin could be dull red, while Vanquishing Bright red with a black border) but also separate out properties from basic item info like base damage, weight, whatever, so you can easily see what is a magic property and what isn't (Pinco already covered this for the EC) Also implement the colored resist system from Pinco's into the CC, and have appropriate color glow if one of the properties is a resist bump.
Add colors to the names of items for type (minor magic-legendary artifact) to increase the ease, with unique artifacts having their own hues depending on the item.
Of course I would also add an entry into the "codex of wisdom" (remember that thing?!) that explains the numbers behind each property.
I can see one big con being less flexibility when crafting. The other obviously being the work and testing required to make it happen. Pros being simplicity for the non min/maxers, making it easier to judge items at a glance, and more immersive item representation ("Arcane Alacrity" beats "Faster casting 1" in my eyes).
Thoughts?