Evolving items

Grug

Diabloii.Net Member
Re: Evolving items

Item world works for Disgaea because it's a goofy game. Diablo isn't. The dungeons in Diablo are random in layout but they are still specific places, not just generic nega-space like in Disgaea.
 

reruhr

Diabloii.Net Member
Re: Evolving items

ya its kinda cartoony and anime-ish , is that a word? but i still like the system. Also i think it would be a good idea to have it in ADDITION to the normal random dungeons in diablo. For example; the item world could grant zero exp but be the best way to get the most powerful uniques. It would just be a different facet of the game, kinda like how u hunt down multiple versions of uniques now cuz they have random stats so u try to find say a "perfect" hoz. Well with this u can create ur own "perfect" hoz by ur own actions and skill.
 

Grug

Diabloii.Net Member
Re: Evolving items

Again, doesn't fit in Diablo, both in theme and in function. Diablo wouldn't let you go Into an Item, because that would just be silly. Also, the Disgaea item world dungeons are a mishmash of random pieces. Diablo's dungeons are random, but they are also thematic and each specific place has it's own look. And besides, you don't really use the item world in Disgaea until the end of the game. No, no item world.
 

PFSS

Diabloii.Net Member
Re: Evolving items

One way you could do it, without ending up with super over powered weapons could be to give normal/magic/rare items a (low)% chance to gain an additional prefix or suffix with each kill.

EDIT: One way you could do this is that your weapon (and offensive items - possibly gloves) pick up traits from enemies you kill while defensive items pick up traits from attacks you receive. But not all the time - say when you kill an enemy there is a chance to get an additional prefix or suffix, which is then rolled out of a list relevant to that particular enemy. For example maybe for the 'general' case you can roll an extra 1-10% damage from killing any enemy (out of a basket of bonuses of varying quality and type), but if you kill an 'extra strong' monster there is a chance to roll 10-40% ED included in the possible bonuses. Or if a monster does light damage, or is light enchanted, your weapon gets additional light damage included in the possible rolls.

The number of prefixes and suffixes would be limited, and the quality would be random - you might get "+1 lightning damage" or "+400 lightning damage" or maybe a mod that does nothing useful at all so you would not be guaranteed an ultra killing machine weapon, or an invincible armor (say you get hit with a fire attack, you might have a low % chance to get additional fire resistance) etc etc but say you find a nice rare and use it a lot you might get an additional upgrade from using it rather than using a cookie cutter unique or runeword (or equivalent).

Or say for casting - you might get a random +1 FCR or a +5FCR, but you might instead just get +1Mana.
 
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FlamangoHellfire

Diabloii.Net Member
Re: Evolving items

Hmm, funny, I just thought up this and posted about it in a different thread.

A little earlier on in the post I saw the idea for living weapons. This could be very cool, especially if they weren't static. What if they evolved or got environmental bonuses? Maybe this could be also just another affix, but these types of weapons could have some sort of leveling system, so you could really get a weapon that was yours. For each 5 levels you use it constantly, you can chose to increase a certain aspect of it's attributes. Another way this could be incorporated would be weapons that have hidden attributes that are unlockable based on the length of use or the environment or the type of enemy that you're battling. And an extension to this idea - weapon specific quests?

Imagine your character, maybe level 20, finds a rusty sword that has some affixes that are nice but nothing special. However if you get on by long enough with this crappy sword, you will at some point run into a lonely merchant or a tome or a drunk somewhere who knows the history of the blade, and if you go to this shrine at this lake in this particular place and dip the blade in the water, it's true form will be revealed (In extension: the resulting weapon's affixes would be tuned to your character based on certain actions you take during the quest) This type of weapon I guess would be like a set item with more depth, I guess you could call it a legendary item. Now, the quest thing is optional, but an item that becomes more powerful over time would be wicked cool, especially if you could customize aspects of it.
 

Syko

Diabloii.Net Member
Re: Evolving items

I think it is a pretty cool idea in theory, but the reality is that something like this will probably not happen because it would require setting up a system of leveling up for your items. Not to mention each item would have to be gaining different experience which could potentially bog things down. And there are a lot of potential problems that could be in there. What happens if you take off or trade away an item that you have leveled up, does it still keep its new properties.
 

ManBearPig

Diabloii.Net Member
Re: Evolving items

As a new feature for D3, I would like the item to evolve. Such that, if you use a sword for some time, it gains additional magic properties. Or it's current magic properties are augmented. The same goes for the other items. Of course, the improvement is directly proportional with the battle experience accumulated during fights, and you have to use an item for a long time to see a major improvement. After a boss fight, for example, the items could gain some special magic property that is in relation with the boss magic specific.
The lore explication is that even the items borrow from their master magical energy, in time. As well from the places and environments that their master takes them. This thing is documented in crystal magic, where the crystals gain more power over time, and if you take them in several places.

This isnt kingsfield :rolleyes: However, I think an idea like this could work and would be pretty interesting.


 

jakotaco

Diabloii.Net Member
Re: Evolving items

One way you could do it, without ending up with super over powered weapons could be to give normal/magic/rare items a (low)% chance to gain an additional prefix or suffix with each kill.
e random - you might get "+1 lightning damage" or "+400 lightning damage" or maybe a mod that does nothing useful at all so you would not be guaranteed an ultra killing machine weapon, or an invincible armor (say you get hit with a fire attack, you might have a low % chance to get additional fire resistance) etc etc but say you find a nice rare and use it a lot you might get an additional upgrade from using it rather than using a cookie cutter unique or runeword (or equivalent).
One problem: min/maxing.

-Sorry I can't join you in that region, because I just found a nice weapon and I can't risk getting a bad affix from killing "Unicorn Warriors", I'll have to stay grinding "Zombie Pop Stars" until I have the affix I need.



 
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