a few Ideas for Unique Items

WirtsThirdLeg

Diabloii.Net Member
a few Ideas for Unique Items

I think that unique items should start at level 1 and gain experience as the player does until that item is level 10. The unique items will start with a few basic mods such as enhance dmg and a stat bonus. As the item levels up it gains its other stats/abilities. The stats given to these items when leveled up will be randomly generated just as a freshly identified unique in D2LoD:thumbup:
For Example: Windforce
Starts with:220-300% enhance damage
+15Dexterity
At level 2 Gains:30% increased attack speed
At level 4 Gains:7-10% Life Leech
At level 6 Gains:30%Open Wounds
At level 8 Gains:30% Slow Enemies
At level10 Gains:%chance to cast level 15 tornados



Also i think items should have usable abilities. A picture of your armor or weapon could be dragged down to your UI Hotbar. when clicking the picture of your item an ability is activated. However, in order to do this, these usable abilities must have cooldown timers.:yes:
For Example:War Travelers
/use ability could increase a players run speed by 45% for 8-10seconds
When used these abilities should be recognizable by other players in the form of an Aura, Weapon color/effect. etc.

my first post on this website feedback plzz:propeller::propeller:
 

Edairu

Diabloii.Net Member
Re: a few Ideas for Unique Items

Pretty creative ideas.

Though I'm not sure if players will like finding a unique only to discover out they have to spend time on to make it worthwhile.

The item abilities idea is pretty cool, kind of like taking charges from D2 to the next level. It would be nice to have special boosts or buffs only available on certain uniques, to give them some authenticity.
 

Nihilas

Diabloii.Net Member
Re: a few Ideas for Unique Items

Sounds like a really good idea special for high lvl items. Imagine a requirement of lvl 80 and it woundn't be rly good til you are lvl 90, that would make me want to lvl more/faster.

Edit: After thinking on it it is not so good idea, what if you are 90 and want that item. Or a low lvl item which is not as good as the one you got, but you know it will be better, then after using it 7 lvls you find a better item even when it good all bonuses.
 

GuardianHadriel

Diabloii.Net Member
Re: a few Ideas for Unique Items

it´s not a qunique item if the abilyties added by it are randomly generated:evil2:
 

Akimbo

Diabloii.Net Member
Re: a few Ideas for Unique Items

it´s not a qunique item if the abilyties added by it are randomly generated:evil2:
Can you explain how randomly generated abilities/mods on a weapon don't make it unique? Since two players could get the same "unique" item, but they'd end up with different abilities/mods on the item from one another?

I think there's an "evolving item" system in the LoTR MMO, but I'm not sure.



 

SlechtWeerBeer

Diabloii.Net Member
Re: a few Ideas for Unique Items

Can you explain how randomly generated abilities/mods on a weapon don't make it unique? Since two players could get the same "unique" item, but they'd end up with different abilities/mods on the item from one another?
Wouldn't that basically be a Rare with a level-up clause?


 

sicilian

Diabloii.Net Member
Re: a few Ideas for Unique Items

Edit: After thinking on it it is not so good idea, what if you are 90 and want that item. Or a low lvl item which is not as good as the one you got, but you know it will be better, then after using it 7 lvls you find a better item even when it good all bonuses.
That's essentially the problem I've seen with all item upgrade systems in games like this. You spend all this time, money, or resources on upgrading a current weapon, then inevitably find a better one just lying around the moment you step outside to use it.

I think a limited upgrade system, like the sockets, works well because you generally accept that you're not going to keep this weapon long term, but can enhance it to help you out now. It's also quick, so if you DO find something better right away, you don't feel like you've wasted your time.


 

Dimmu

Diabloii.Net Member
Re: a few Ideas for Unique Items

Alot of people seem fond of the idea of evolving weapons. It's kind of cool, but for them to have an item class of their own is kinda outrageous. Maybe have a handful of items in the game with some kind of evolving properties if anything, but I definetly don't want the main focus of my playtime to be leveling up my items, it's annoying enough grinding for my own levels.
 

WirtsThirdLeg

Diabloii.Net Member
Re: a few Ideas for Unique Items

it´s not a qunique item if the abilyties added by it are randomly generated:evil2:


ok what i meant by randomly generated mods was that the enhance damage/ +str resists etc would vary in terms of % just like it would wen a unique is identified via diablo2 and also to the other question about being level 80 not being able to use an item until level 90 this is untrue certain items will gain experience faster than others but if the level cap is easily reached like in world of warcraft it will giv the characters something to strive for wen it comes to enhancing ones build or template


 

WirtsThirdLeg

Diabloii.Net Member
Re: a few Ideas for Unique Items

Alot of people seem fond of the idea of evolving weapons. It's kind of cool, but for them to have an item class of their own is kinda outrageous. Maybe have a handful of items in the game with some kind of evolving properties if anything, but I definetly don't want the main focus of my playtime to be leveling up my items, it's annoying enough grinding for my own levels.


yes what i meant was that the items that are able to gain levels would essentially be the historical Diablo items....because this game takes place in the future these items would could maybe be considered artifacts and be required to level..sorry for not being so specific but the items i had in mind are the items that originated in D1+D2 EG. Windforce, Eaglehorn, The Grandfather, Harlequin Crest, Arkaines Valor...I donno i just thought it would be a neat idea that i picked up from DAoC and kinda built upon was just asking for some opinions and feedback


 

Bad Ash

Diabloii.Net Member
Re: a few Ideas for Unique Items

good idea. What if instead, when your unique or rare or whatever item levels up, you can choose which stat you want to upgrade? This would give further character customization and replace no stat points leveling up
 

chenghao

Diabloii.Net Member
Re: a few Ideas for Unique Items

To add on , why not have a mastery of a weapon that levels up as long as you land a successful hit on an enemy using that weapon class to complement this weapon level.

the idea is as you learn to use a weapon , you will be better at it as compared to other types of weapon.

so if you pick up another weapon of the same class , you might need to adjust to the difference compare to your old weapon , but you will still wield and use it better as compared to other types of weapon.

Like if you use a broad sword , then you found a claymore , the usage probably would be the same. But if its a dagger or a bow , you would need to adjust much more. ( instead of swinging broad strokes , you need to learn how to stab or pluck strings )

so with this idea in mind , why not add a level for weapon usage ( 1 - 10 kill for a weapon = lvl 1 , 11 - 30 kills = lvl 2 , and so on )
 

Demetrium

Diabloii.Net Member
Re: a few Ideas for Unique Items

I think that unique items should start at level 1 and gain experience as the player does until that item is level 10. The unique items will start with a few basic mods such as enhance dmg and a stat bonus. As the item levels up it gains its other stats/abilities. The stats given to these items when leveled up will be randomly generated just as a freshly identified unique in D2LoD:thumbup:
For Example: Windforce
Starts with:220-300% enhance damage
+15Dexterity
At level 2 Gains:30% increased attack speed
At level 4 Gains:7-10% Life Leech
At level 6 Gains:30%Open Wounds
At level 8 Gains:30% Slow Enemies
At level10 Gains:%chance to cast level 15 tornados
I don't like this system and prefer hard level requirements instead, nothing else. This really doesn't serve any purpose besides twinking limitations. If I can equip an item at level 63 and not before, it should be fully functional at that time. Everquest had this exact same mechanic in its later days and in my opinion was nothing but annoying.



 

phaolo

Diabloii.Net Member
Re: a few Ideas for Unique Items

-WirtsThirdLeg (lol)

I quite like your idea! But expecially because -if adapted a little- it could be used to prevent noobs with powerful weapon!
The small difference is that (some) uniques could start with low stats: the players wouldn't be able to recognize the extreme item value without some experience. No more lucky drops for Noobs! (well, sadly there will always be those who buy the full characters :coffee:)

Good or bad sub-idea?

p.s: I like requirements too! But one solution doesn't exclude the other
 

mouseman

Diabloii.Net Member
Re: a few Ideas for Unique Items

I don't agree with your first idea. It could be done using clvl requirement. If you get a unique in lvl 25, it will have limited mods and they will increase with your level. If you get the same item in lvl 90, it will already have all the mods. But this will only make the system boring (since you could just go from start to finish with same gear) and VERY CONFUSING (since you would have to keep every unique item for A LONG TIME until you really know if they're better than the item you are using).

I like the second idea with the item buffs! It would be cool to actually "use" the item so concretely. It would be cooler to click your armor in the hotbar to get the shivering armor from it than just press F8 and right click. I just hope the UI allows it.
 
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