fixed items

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jack1974
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Re: fixed items

Post by jack1974 »

It can be changed but why you call it "mistake"?
renke_
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Re: fixed items

Post by renke_ »

yayswords wrote:Sunblock Hat gains 1 magic and some resistance points for 5 item levels? fixplz!
I'm not sure this is a bug in need of a fix - many armour pieces are only a few points better in the lvl 11 variant. I rarely upgrade from lvl 6 stuff to the better fixed items because the bonus is too small; but the difference (both value and attributes) between the 2 layers feels right.
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yayswords
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Re: fixed items

Post by yayswords »

jack1974 wrote:It can be changed but why you call it "mistake"?
The mistake was mine thinking thieves couldn't wear it, so I bought full leather set for Jariel without thinking. But I think that set has more speed than the cloth set anyway so it probably was the right decision.
If at first try it doesn't explode, it ain't Jack who wrote the code.
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yayswords
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Re: fixed items

Post by yayswords »

renke_ wrote:I'm not sure this is a bug in need of a fix - many armour pieces are only a few points better in the lvl 11 variant. I rarely upgrade from lvl 6 stuff to the better fixed items because the bonus is too small; but the difference (both value and attributes) between the 2 layers feels right.
Does this tiny stat increase really rhyme with your randomly generated items? It doesn't feel right to me o.o

Especially considering we go from fine to masterwork. Although I'm not sure those flags are correct.
If at first try it doesn't explode, it ain't Jack who wrote the code.
renke_
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Re: fixed items

Post by renke_ »

the quality defines are just lables without a solid connection to the predefined attributes of the items. For the small difference itself: Both items are well within the range of the generator and can both stand in the line compared to generator-ware: The lvl 6 fine hat is a very good lvl 6 fine hat, the lvl 11 masterwork hat is still a top percentiler.

Upgrading from the lvl 6 to lvl 11 hat is not that exciting but I don't see a reason why all fixed item layers must have great bonux increases - they are meant as guaranteed fall-back option, not as the only equipment to use because everything else sucks.
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jack1974
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Re: fixed items

Post by jack1974 »

I agree with renke :)
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fabulaparva
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Re: fixed items

Post by fabulaparva »

jack1974 wrote: Originally the writer just made an item for each Class based on my indications (Hunter had a Bow only), then when got to code this thought to offer a bit of more variety.
o.O I must have missed this yesterday. Does it mean that some of the items already have dialogue/text that describes them? If so, then won't the descriptions we/I have made for the same items clash?

Another question, since I've lost the consensus...was Slith supposed to get some regen, SPR or HPR? I know it was talked about, but currently both are 0.


When it comes to that hat, I tinkered with the original figures that renke provided. Level 11 hat had originally +1 in defense and +1 in attack compared to the level 6 version, but they both had the same magic value. According to the hat's made-up lore, I wanted the better version to increase in burning resistance and in magic, and I thought it would easily turn into something "too good" if would just boost stuff and not take anything away. Hence the defense and attack values are now the same (and since no one else wanted to directly edit those numbers after I effed them up :P).
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jack1974
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Re: fixed items

Post by jack1974 »

No no, the original writer only wrote some short indications (at the time he wrote I didn't even know what system I would use, and randomized item wasn't even coded!). Like: Druid gets a staff, Ranger gets a two handed sword, etc. It is also outdated already. So no worries :)
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yayswords
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Re: fixed items

Post by yayswords »

renke_ wrote:Both items are well within the range of the generator and can both stand in the line compared to generator-ware: The lvl 6 fine hat is a very good lvl 6 fine hat, the lvl 11 masterwork hat is still a top percentiler.
Sounds like a pretty shoddy system if +5 item levels and +1 quality tier giving only +1 magic is perfectly normal. To numberize it even more: +83.3% item level, +1 tier, for a 5.5% increase in non-resistance stats.

Obviously though it doesn't necessarily mean the level 11 hat needs to be buffed; maybe the level 6 hat is too strong?

To talk about item levels and quality anyway. I'm looking at things from a WoW perspective where item level gives a corresponding item budget (stat points to distribute) and rarity level multiplies this budget (among other things). I'm not sure how else to view it here, sure rare items are able to have regen, and legendaries are handmade and can have some unconventional stats, but why the normal/fine/masterwork levels then? What do they represent if not an item budget increase?

I'm comparing 11 to 6 for the other cloth items and the feeling is consistent - the stat difference is not worthy of both 5 item levels and the masterwork tag. I think they should all be fine quality. Or maybe all the level 6 items should be masterwork, probably more correct.
If at first try it doesn't explode, it ain't Jack who wrote the code.
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fabulaparva
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Re: fixed items

Post by fabulaparva »

Twist based on yayswords' suggestion for Bleeding Heart-dagger is now in the description (spoiler). If anyone is up for composing that "lovestory leads to Greek Tragedy"-description, they are more than welcomed to. :D
Spoiler:
A true hunter kills only out of necessity. Legend tells that as long as no evil guides your hand, this dagger shall strike fatally true. Yet, you feel puzzled upon finding the words 'Sweet vengeance' engraved on the handle.
Current .ods-version of da whole thing can be directly downloaded from:
https://www.sendspace.com/file/q6or0x
(and while the site may have coooookies, the file itself includes NO half-porn doodles) =P
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