Reworking armor and skin unlockings

Reworking armor and skin unlockings

in Suggestions

Posted by: Rfreak.6591

Rfreak.6591

This is the first time I post smtg THIS big lol, I know this is a walltext but please, bear with me and my crazy ideas.

Please tell me what are your thoughts on this, I know it would take a TON of tweaking, yet I feel this would both adjust the feeling towards gear that most mmos infected us with, AND will be able to actually connect pve with pvp.

I’m studying to specialize into game designing I’d like to hear your thoughts about this so please discuss and when possible tell me how I could polish these ideas.

It’d be very cool if armors were simply “unlockable” and by unlockable I mean that you still have to spend things such as dungeon rewards in order to unlock each piece, still these armor skins would be unlimitedly available once unlocked and as such we could use this to make a better use out of the pvp lockers (actually it’d be cool to have’em in town too if we apply these changes), example: I enter the pvp locker, I choose the unlocked armor piece skin, I press “create” button, making the item appear in my inventory (not the appliable skin, like the gem store ones, but the effective item).

On top of it I’d also like the pvp skins to also “unlock” and be unlimitedly available AND work in conjunction with the pve unlocks, which means pve and pvp skins get effectively merged so that one could effectively look better in pve through pvp rewards.

This locker thing would solve our inventory problems and the lack of an armory storage.

Now you may be wondering: what about stats?

I actually feel we don’t get THAT much costumization in pvp from amulets also we don’t get every possible option in stats so here it is:

We could be able to “apply” stats just like we used to in gw1 pvp, selecting the desired “suffix” (like Soldier and the runes) meaning we get to be able to apply’em how many times we need from the new “locker” we will get (this way we will still have to go to the main town in order to respec), provided we unlocked’em (though pvp=everything stat-related unlocked by default).

We will still have to unlock’em, (everything unlocked for stats in pvp though) we could unlock stats through levels, say every 10 levels we get a range of stats (which is sorta like how often we buy new sets of armors in pve).

Now the big question is: what about money?

Every time you “create” an item, after selecting the stats you want and the skin you want, you spend a certain amount of money which scales on level, just like teleporting works right now, just a bit more expensive, especially when reaching lv80, we are supposed to stick with one set for a while after all.

If you are broke, there will still be your “character creation” set available for free, with the stats scaling to your level range (stats aren’t meant to actually be bought in this game now is it?)

What about the actual economy? the items dropped or crafted?

I have 3 ideas:
1-We could use a number of actually “droppable” rare skins, which once double clicked would unlock the skin in our locker, just like dyes, also sellable. Dropping rare skins would also mean the mystic forge would still be available, and considering we “consume” the items used, unused skins would work just the same as items used for the mystic forge did.

2-We could drop a new kind of item called “skin token”, this token would drop pretty often and is required to unlock skins in our locker, each skin would have its “token” price obviously, and the tokens are sellable.

(edited by Rfreak.6591)

Reworking armor and skin unlockings

in Suggestions

Posted by: Rfreak.6591

Rfreak.6591

There would also be special tokens which are used to unlock certain things, these special tokens would be the dungeon reward tokens, which would obviously unlock their dungeon skins. After this we could also buff the drop rate of the various materials, as items won’t drop like they used to.
A good alternative to the tokens would be merging karma and pvp points for that purpose, OR giving a new icon next to the karma/glory one in the inventory to avoid full bags, but that’d mean tokens=not tradable.

3-both the above together

What about jewelry? weaponsmithing? armorsmithing and such?

About first: we won’t be able to unlock (again, this doesn’t count in pvp as we need everything unlocked) jewel stats unless we “consume” the crafted items created through jewelry.

About second and third: crafting weapons and armors creates “skins” that are otherwise unattainable, sellable of course (I don’t want to see “soulbound” or “account bound” anymore), and, again, consumable for unlocking, just like dyes.

Another thing: what about items created in pvp when I go into pve? as all stats are available in pvp and they are free?

No, they aren’t free, but instead we’ll add an option to the item creation menu in the locker, a button called “mist bound”, which can only be used in the mists and, once hit, it’ll lower the item cost to 0, but making the item “mist bound”, so only equippable in pvp (the mists).

Keep in mind that this way if you go pvp with your pve unlocked stuff you can keep it on, just I’d suggest you to use lv80 stuff, for this purpose I’d run a private room tutorial when entering for first time the mists because of lvl80 AI-mobs to be defeated, perhaps they’d scale with our level?

One last thing: what about rarity stats? like legendaries being slightly stronger than exotics?
I feel this was the worst mistake they made when thinking rarity and stats, I’d thus adjust stats to a single “rarity” level in order to be able to adjust all already existing items into a single stat-level range.

Oh I almost forgot: what about magic find?
Well the system after these changes would definitely work differently, which is why we wouldn’t need magic find any longer, thus making space for a more useful stat available for both pvp and pve, but I’m not discussing this here, just don’t factor that in this equation ok? we don’t even know how does it exactly work.

DISCUSS!

(edited by Rfreak.6591)