Go Back   EQ2Flames Forum > Information and Resources > Dev Tracker from Official EQ2 Forums

Closed Thread
 
LinkBack Thread Tools
Old 01-04-2008, 11:00 AM  
L337 Poster
 

Posts: 7,433
Photos: (0)

Icon3 (DominoDev) Question: how hard would it be to change imbuing?

Meirril wrote:
This is a question mostly directed towards Domino.
How difficult would it be to have imbue products have different effects based on a subcomponent choice?
I'm trying to think of a way to spice up crafted items. I was thinking part of what makes all of the t8 quested rewards so attractive are the procs. For instance, one of the major comments about the treasured items is that a full set of the Overloaded Healing proc equipment would account for over 30% of a raid's healing done. A 30% increase in healing can't be overlooked!
If imbues were allowed on all armor and jewelery instead of just 2 slots worth of things in each this would help. Making all of the slots do the same proc effect seems desirable. It was in the case of overloaded heal. However, I don't think everybody wants the same imbue. Most mages really wouldn't care if they got either of the current armor procs. They don't want to be hit in the first place. The same for most classes except when soloing. The two imbues currently on armor really only benifit tanks.
So what if you could alter the imbue material to where it would produce a different proc effect on equipment?
The reason I want to alter the component and not the recipe is that if you spread imbues to all slots your alreadyt talking about doubling the number of recipes. Making multiple different imbues would mean adding a whole set of recipes for each different effect! This isn't reasonable at all if you wanted to introduce a wide variety of imbues.
To answer the original question, due to the way our system is designed, a recipe has one output. Put in W, X, Y and get out item Z with a specific set of effects. If you want a different set of effects on Z then you have a different recipe. The components entered can be somewhat flexible (e.g. I can say you can ONLY use the specific item "severed briarwood" or you can use any item that belongs to the category of "raw briarwood" which might include "mangled briarwood lumber", "briarwood lumber", "severed briarwood", "broken briarwood shield" or others). However, there can be only one final product coming out the other end.

So yes, it's possible to have imbue products give a different output, but no, you would get a different recipe for each type. It would be like the woodworker imbued wands, which can have fire, cold, disease, divine, poison, mental, etc effects on them by using a set of different recipes to imbue them, even though all the recipes use the same ingredients.

If you wanted to change the stats of the item but have only one recipe, then yes, it would use the adornment system instead of being a part of the recipe. First you make the item and then you add the extra effect (whether you call that extra a subcomponent or an adornment, in essence it's the same mechanic). And yes, this too would be doable, but it would essentially be the same as adornments and would require a good deal of thinking about why and how exactly it would be worth duplicating a mechanic that already exists.

As for the slot limitation on adornments, yes that's something that can be changed, you CAN have an adornment that can be applied to all slots, however they do not exist that way because in the case of several of them, it would be too overpowering for the adornment to be available on all slots. Imagine the +block chance, what tank wouldn't add that effect to every single slot on his body if s/he could? What mage is not going to add a Grizzfazzle style +damage proc on every single item if s/he could? And then you'd have an untouchable tank, and wizards proc'ing for even more damage than their spells do, and severe balance issues. Any effect that we allowed to be added to all slots would HAVE to be balanced on the assumption that somebody, somewhere, IS going to try to add it to ALL slots. Any nicer effect would have to be limited just like existing adornments on what slots it could be added to. And I think you'll probably find that the nicer effects found on the T8 quest rewards probably are not available on all slots, or if they are, players are unable to actually obtain all of them and instead have to choose. (Since I share an office with Fyreflyte I see and hear him pondering these types of balance questions all the time regarding the treasured dropped items, and it sometimes makes my head spin just to try and think out all the potential balance issues!)

All of which is not necessarily to dismiss your idea, which is nonetheless a valid one, but to highlight the areas of concern that would need a lot more pondering if we were to consider something like that, and to explain why this isn't something we have or could jump into without a lot more thought, work, and justification.


LINK
Official Forums is offline  
Closed Thread

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are Off
Refbacks are On


Sponsor Ads


All times are GMT -4. The time now is 08:50 PM.


Design By: Miner Skinz.com Powered by vBulletin® Version 3.7.3
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.
Search Engine Friendly URLs by vBSEO 3.1.0