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Old 12-13-2007, 12:45 PM  
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Default Re: Current Item mechanic problems / set gear

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Originally Posted by Fomka View Post
Is it an answer to my second question?
Can you blame him if it was after the mindless ranting about priest items. He was misquoted in virtually every other post then flamed to hell and back about stuff he never even said.
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Old 12-13-2007, 02:09 PM  
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Default Re: Current Item mechanic problems / set gear

You win for as long as he's still reading what you write.
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Old 12-13-2007, 02:20 PM  
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Default Re: Current Item mechanic problems / set gear

I'm a realist, I'm not expecting a dev response because this is a fairly serious issue in the game that any response no matter what it says could be construed and will be quoted for various purposes whether it was intended or not. It is also an issue that could very easily have a comment that says one thing and have that not end up happening and then everyone up in arms because someone said something that didn't happen.

That isn't to say I wouldn't like a "We are looking into the issue to decide if anything needs to be done" response, but I don't expect one.

I'd be happy with just all the right people reading this thread.
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Old 12-13-2007, 02:21 PM  
2 scccrrrddd 2 pvp
 
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Default Re: Current Item mechanic problems / set gear

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Originally Posted by Illuziun View Post
This game is so far in the fucking hole it's gonna take and huge amount of dev resources to fix. And to be honest, they're to fucking lazy to do it.
And you know best because you are an experianced developer that has many MMOs under your belt.

when does your next game release man!? I wanna sign up for beta
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Old 12-13-2007, 02:54 PM  
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Default Re: Current Item mechanic problems / set gear

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Originally Posted by Rinion View Post
And you know best because you are an experianced developer that has many MMOs under your belt.

when does your next game release man!? I wanna sign up for beta


I LOL IRL!
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Old 12-13-2007, 06:16 PM  
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Default Re: Current Item mechanic problems / set gear

The implementation of diminishing returns wasn't exactly done well in my opinion. I can understand their reasoning for doing it, and I can understand the benefits from doing it.

The first problem, is that stats on items have put players far too high on the diminishing returns curve. Diminishing returns didn't really change anything for anyone who was hitting hard caps in the old system. Before diminishing returns players had their primary stats capped, and thus the items with value were anything with a decent effect on it. After diminishing returns player had their primary stats so high that increasing it further yielded hardly any benefits, and thus the items with value were anything with a decent effect on it. The only thing that really changed is that suddenly those secondary stats that no one cared about were more effective per point. But increasing a non-desired stat's effective per point is not something players are going to care greatly about.

What it really comes down to is the effect on an item, this is what makes the difference between a good item and a bad item. And item effects aren't created with any sort of notion of dimishing returns. It never made sense to me to take INT--which had a linear benefit on spell damage--and make it have diminishing returns only to turn around and start added +Spell Damage on items. Compare two items, one with 40 INT and +20 Spell Damage and another with 20 INT and +40 Spell Damage. Unless the player is hitting the +Spell Damage cap on all of their spells, the 20 INT and +40 Spell Damage is the better of the two items.

It seems to me that SOE has hammered out item progression when it comes to Stats, HP, Power, and Resists. The problem is that Stats, Power, and Resists have little value when compared to effects, and SOE hasn't perfected effect progression yet. This is where the problem lies. When all the value is in the effect, it is wrong to see treasured gear with a greater +Spell Damage ammount than on fabled gear for the same slot.
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Old 12-13-2007, 06:34 PM  
Bamboozled!!
 
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Default Re: Current Item mechanic problems / set gear

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Originally Posted by Rinion View Post
And you know best because you are an experianced developer that has many MMOs under your belt.

when does your next game release man!? I wanna sign up for beta
I'm sorry but this has to be the stupidest fucking attempt to start some shit I've seen in awhile, grats fanboi. Now go high five your self in the mirror nerd cause that's about all it's worth.

Last edited by Illuziun; 12-13-2007 at 06:36 PM.
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Old 12-13-2007, 11:44 PM  
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Default Re: Current Item mechanic problems / set gear

I agree 100% with the OP and most of the comments posted in here. I know we can scare dev's off with our whiny crybaby shit, but its nice to know that at least they ARE reading it .
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Old 12-14-2007, 04:40 AM  
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Default Re: Current Item mechanic problems / set gear



This is the shit that fucking pisses me off. And this is only one fucking example of how truely fucked up the itemization and the mechanics that the developers are implementing into their game....

Look at the gi on the left, and then look at the one on the right. Which would you use? I bet a majority of people will pick the one of the left. And guess what, that can be obtained by getting 5 other retards on your server and clearing a heroic instance. The piece of shit on the right is well... You have to have gained Veeshan's Peak access and you have to clear 3 named in the zone prior to even having a chance at this dropping.

Here is what is wrong with this picture. Because of the diminishing return curve, stats on items mean ABSOLUTELY FUCKING NOTHING, especially when upgrading stats from T7 stuff to T8 stuff. The only thing that will improve is the HP/Power that an item gives the wearer, but other than that, people look at the effects to see what items they wear because of the diminishing returns curve.

In this particular example that I have pictured above just shows how little whoever is itemizing this stuff knows about the game.

First of all, there is NO STRENGTH at all on the VP dropped gi. If you are going to put stats on something, at least make sure that it covers the stats that the intended class needs and uses. In this particular case its clear to see it was intended for a brawler, hence it being a brawler only gi...

2nd...
The VP dropped gi has THE SAME HP as the one from the HEROIC zone. Seriously what the fuck? The only thing that is improved on the VP one is +65 power, +3 dps mod, and +1.1k to 2 different resist (which doesn't matter because everyone in T7 fabled already has 60%+ mitigation for all magic types because of the poorly implemented diminishing returns curve). Just incase you developers were wondering, since you're obviously clueless, the pants on the left will provide a brawler with more dps output than the ones on the right... Get a clue please.

I AM TIRED OF GETTING ASKED IF VEESHAN'S PEAK LOOT DROPS IN HEROIC INSTANCES WHEN IT'S LINKED IN 70-79... THIS SHOULD SET OFF A RED FLAG AND TELL YOU SOMETHING IS WAY FUCKED UP.

And to think, I thought that after the whole EoF Avatar loot being complete shit when it first came out was a wake up call to SOE saying that Risk VS Reward is a MUST when designing loot and loot placement. This is the sloppiest job I have ever seen in itemization, and in my opinion very game breaking...
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Last edited by Slamdar; 12-14-2007 at 04:42 AM.
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Old 12-17-2007, 05:20 AM  
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Default Re: Current Item mechanic problems / set gear

well, everyone already knows how shitty the itemizaton is, I just want to point it out once more. 2 hander from VP!!! quest reward to the right just for comparison.

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