S
Sarphus
Guest
I decided this idea needs its own thread
My goals with this proposal are as follows:
1. Make monster loot more relevant
2. Make artisan skills more interactive
3. Make treasure hunter loot useful again
4. Make fisherman loot useful again
5. Build a renewable design; or a system that doesn't plateau with eternally created items.
6. Create a design for alchemy up to the legendary level
7. Add content to all crafting skills
8. Make reasonably decent gear attainable for new players
Overview
Alchemists would be able to train alchemy up as high as 120. Once an alchemist reaches GM or higher skill, he gains the ability to perform transmutation on items. Transmutation is a system to turn one randomly-chosen mod on an item into a crafting resource. New modable items become craftable by artisans. Each modable item has a certain number of sockets available based on the type of item it is (ex. spellbook could have up to 3 sockets, weapons, jewlery and armor could have 5). Once applied to a moddable item, item mods would lose their potency over time; thus completing the loop and making the system renewable. Also, crafters can remove stale mods from an item (destroying the mod) to free up the slot for a different or "fresher" mod resource.
Transmutation
Transmutation would work exactly how item recycling works, except that failed transmutation would not create a resource. A quest npc would offer a chain of 4 quests that raise a character's alchemy cap first to 105, then 110, 115 and finally to 120.
When an alchemist chooses to transmute an item, the system randomly chooses one of the mods on the item and attempts to create a mod resource out of it. If transmutation is successful, a mod resource is created. Whether transmutation was successful or not, the transmuted item is destroyed.
A collection quest would be added where alchemists can turn in undesired mod-resources for collection points. This collection system could possibly serve as the collection quest to attain powerscrolls for alchemy.
Renewability
The most important aspect of the system is addressing the issue of renewability. If the system isn't renewable, it just creates a bunch of max mod items and makes all loot irrelevant. I think the best way to address renewability is to have mods lose potency in timed increments from the time the mod was applied. Basically, the mods on your socketed items will become stale over time and need to be replaced eventually. How long these timed increments need to be could be determined in testing.
The last issue I can think of with this system is how to tie crafters in with removing and applying mods to other people's items. Obviously, we can't force the crafter to have the item in their inventory, or the crafter could just keep the item. I think the best solution is to either allow the crafter to change the item from the crafting window along with prompts when the crafter is removing mods from an item or to just have crafters make a new kind of repair contract that can be used to remove a mod from an item or add a mod to an item.
My goals with this proposal are as follows:
1. Make monster loot more relevant
2. Make artisan skills more interactive
3. Make treasure hunter loot useful again
4. Make fisherman loot useful again
5. Build a renewable design; or a system that doesn't plateau with eternally created items.
6. Create a design for alchemy up to the legendary level
7. Add content to all crafting skills
8. Make reasonably decent gear attainable for new players
Overview
Alchemists would be able to train alchemy up as high as 120. Once an alchemist reaches GM or higher skill, he gains the ability to perform transmutation on items. Transmutation is a system to turn one randomly-chosen mod on an item into a crafting resource. New modable items become craftable by artisans. Each modable item has a certain number of sockets available based on the type of item it is (ex. spellbook could have up to 3 sockets, weapons, jewlery and armor could have 5). Once applied to a moddable item, item mods would lose their potency over time; thus completing the loop and making the system renewable. Also, crafters can remove stale mods from an item (destroying the mod) to free up the slot for a different or "fresher" mod resource.
Transmutation
Transmutation would work exactly how item recycling works, except that failed transmutation would not create a resource. A quest npc would offer a chain of 4 quests that raise a character's alchemy cap first to 105, then 110, 115 and finally to 120.
When an alchemist chooses to transmute an item, the system randomly chooses one of the mods on the item and attempts to create a mod resource out of it. If transmutation is successful, a mod resource is created. Whether transmutation was successful or not, the transmuted item is destroyed.
A collection quest would be added where alchemists can turn in undesired mod-resources for collection points. This collection system could possibly serve as the collection quest to attain powerscrolls for alchemy.
Renewability
The most important aspect of the system is addressing the issue of renewability. If the system isn't renewable, it just creates a bunch of max mod items and makes all loot irrelevant. I think the best way to address renewability is to have mods lose potency in timed increments from the time the mod was applied. Basically, the mods on your socketed items will become stale over time and need to be replaced eventually. How long these timed increments need to be could be determined in testing.
The last issue I can think of with this system is how to tie crafters in with removing and applying mods to other people's items. Obviously, we can't force the crafter to have the item in their inventory, or the crafter could just keep the item. I think the best solution is to either allow the crafter to change the item from the crafting window along with prompts when the crafter is removing mods from an item or to just have crafters make a new kind of repair contract that can be used to remove a mod from an item or add a mod to an item.