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Legacy Roadmap #Revision 2


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#1 Zorg

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Posted 30 January 2014 - 12:20

As per feedback on my previous thread, I have now devised a new plan. Players didn't seem happy with the idea that everyone would eventually get a 'Perfect Scythe' and be in the same situation they're in now. There was also a lot of call for crystals to be involved in the item variance system so here goes...

 

Firstly, I'm going to release some never before seen percentages and statistics from the game.

 

Green Crystals (Chance of drop 1.0%):

1,182 in the game, lowest price is currently 300 credits.

 

Pink Crystals (Chance of drop 0.8%):

1,148 in the game, lowest price is currently 214 credits.

 

Water Crystals (Chance of drop 0.6%):

849 in the game, lowest price is currently 250 credits.

 

Fire Crystals (Chance of drop 0.4%):

336 in the game, lowest price is currently 2,850 credits.

 

This is the first time I've ever shared drop chances of Hunting NPCs with players, but it'll be useful in understanding the system I'm about to design.

 

February 5th 2014: Expanding Crystals

I'll be adding 5 new types of Crystals to the Crystal Entities. The crystals by rarity will then be:

 

(0.4%) Fire 

(0.5%) Void *

(0.6%) Water

(0.7%) Air *

(0.8%) Pink

(0.9%) Orange *

(1.0%) Green

(1.1%) Yellow *

(2.0%) Null *

 

At this point you can start farming Crystals from the entities in preparation for future updates but the new crystals will serve no purpose.

 

February 19th 2014: Item Experience

All weapons, armor and misc items in the game will be given experience and level stats. Weapons will increase experience when they hit people and cause damage, armor will increase when it takes a blow and misc items will increase whenever the wearer earns warfare points.

 

All will start at level 1 and be able to level up to level 5. The levels will be named:

 

1. Untested

2. Tried

3. Tested

4. Proven

5. Perfected

 

I'm aiming so that getting an item from level 1 to 5 should take a month or so. At this point these levels are purely for display purposes (see later update) but it gives you a head start at levelling them.

 

March 5th 2014: Combining Crystals

All current crystals will become 'Small' stage crystals. When you USE a crystal in your inventory you will be given the option to combine it with another of the same colour and stage to get a new crystal 1 stage higher than the 2 combined.

 

The stages will be in this order: Shard > Small > Medium > Large > Perfect

 

It will therefore take 16 Shards to make a perfect crystal, or 8 of the small crystals to make a perfect crystal, and so on. Shard and Medium stage crystals will be added to the drop table for Crystal Entities with appropriate drop chances.

 

March 24th 2014: Crystal Entity Boss

A new NPC boss will be unlocked for avatars that is a giant Crystal Entity. He will always drop a medium or large crystal (of random color) when defeated. This boss may also drop a new level 80 item or 2 that could act as an alternative to current level 80 items.

 

April 9th 2014: Crystal Fusion

Items will gain a crystal slot for each level up. Using any crystal (of any color and state) will allow you to place it in an empty crystal slot on an item.

 

Crystals will grant a % increase to a stat based on their colour and state.

Shard: +2%

Small: +4%

Medium: +6%

Large: +8%

Perfect: +10%

(These may be adjusted per crystal color if some crystal types prove less potent than others)

 

The crystals will affect the following stats:

Fire : Damage

Void: Armor

Water: Dodge

Air: Accuracy

Pink: Defense Skill

Orange: Melee Skill

Green: Gun Skill

Yellow: Projectile Skill

Null: Speed

 

So for example, a level 5 Scythe will have 4 slots and with 4 x Perfect Fire Crystals will gain +40% damage. At this point there will be no way of replacing or removing crystals.

 

April 16th 2014: Crystal Removal

You will now be able to visit a special NPC to remove crystals from items. Removing a crystal will recover the crystal (at a cost of credits) but destroy the slot it was in. As such the item will decrease 1 level for each crystal removed and will need to be levelled up again.

 

As always this plan is open to debate. I've tried my best to incorporate all your suggestions in to this plan so I'd appreciate if you wouldn't just toss the lot out as a bad idea.


~ Chief Technical Officer
Wayne 'Zorg' Robinson


#2 Aaron

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Posted 30 January 2014 - 12:40

I could kiss you right now this sounds awesome!

 

The only thing that I can see that might become an issue is super boosting the damage stat might break things. Perhaps a fire can give a smaller bonus to every other stat instead? Like this:

 

Shard: +0.25%

Small: +0.5%

Medium: +0.75%

Large: +1%

Perfect: +1.25%

 
2.5%X8 = 10%, so it'd be equal still :)
 
edit: missing decimal

Edited by Aaron, 30 January 2014 - 12:40.


#3 CroFighter

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Posted 30 January 2014 - 12:54

THIS SOUND'S AMAZING!!! NIIIIIIIICEE!!!  :D  :D  :D  :D  :D  :D  :D 

 

 

PS. i like more Zorg's version than your's Aaron :/  well maybe lower it a bit, not as much as u said :P


Edited by DJBUBI, 30 January 2014 - 13:03.

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#4 HanzoRazor

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Posted 30 January 2014 - 12:55

February 19th 2014: Item Experience

All weapons, armor and misc items in the game will be given experience and level stats. Weapons will increase experience when they hit people and cause damage, armor will increase when it takes a blow and misc items will increase whenever the wearer earns warfare points.

 

Is this all all weapons and armor, not just avatar stuff?

 

Anyway, this sounds good, have to agree with Aaron on the damage though.  Not sure you have to drop it that far.  Probably quarter it the 10% for all fire might make it worth having something else, but is still desirable, would look more like 

 

Shard: +0.5%

Small: +1%

Medium: +1.5%

Large: +2%

Perfect: +2.5%

 

The other thing is it might be better off going with a straight number on the stats.  a cblade for instance ends up with 10% accuracy being 36.3.  +1 - +5 for the stats works out a little higher than the percentages, but gets less messy, it also makes it more desirable, vs everyone looking at all damage weapons.  Actually if they're that much it might be alright simply halving the damage numbers rather than quartering.

 

Either way I'm actually looking forward to this update now.



#5 NoddingFrog

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Posted 30 January 2014 - 13:08

This is amazing, I'm as surprised as I am glad and grateful that you went with this idea and I'm very excited!

 

Will you still consider being able to combine crystals together, creating mixes in a slot? It would greatly improve the combinations possible and people would be able to have a little bit of everything if they wish to. Maybe decrease the percentage the more a crystal gets diluded with other crystals?



#6 Zorg

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Posted 30 January 2014 - 13:19

This is amazing, I'm as surprised as I am glad and grateful that you went with this idea and I'm very excited!

 

Will you still consider being able to combine crystals together, creating mixes in a slot? It would greatly improve the combinations possible and people would be able to have a little bit of everything if they wish to. Maybe decrease the percentage the more a crystal gets diluded with other crystals?

 

I wanted to avoid that as an added complexity for now.


~ Chief Technical Officer
Wayne 'Zorg' Robinson


#7 uglymug

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Posted 30 January 2014 - 13:25

This looks great Zorg, and I'm not saying that just because it's the first real update we're getting in forever long. It legitimately increases the complexity of the game, and it done by playing the game! There's now an end game to Legacy further beyond the endless painting of squares! Rejoice!

 

There's things to do and something tangible you get for the effort you put in to the game. Good way to decrease the amount of credits in the game at the moment too, with hunting the crystal entities as a credit sink.

 

Looking forward to it. Thanks Zorg.



#8 GAGANB

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Posted 30 January 2014 - 14:10

I am quite happy with the proposal Zorg, you seem to have taken our criticisms on board and come up with something that ticks all the boxes!

 

___________________________________________________________

 

I do, of course have an alternative thought on the 'Crystal Fusion' section. There seems to be some concern over the stack-ability of the crystals 

 

At the moment, as you said above, a play would be able to equip 4 'perfect' crystals of the same type onto 1 item.

 

eg. 4 x Perfect Fire Crystals on Scythe.

 

Consider only being able to equip 1 Perfect crystal of any colour, so basically no repeats.

 

eg. 1 x [P] Fire, 1 x [P] Air, 1 x [P] Void, 1 x [P] Orange on Scythe

 

You would however be able to equip the same type crystal of lower quality.

 

eg. 1 x Perfect Fire, 1 x Large Fire, 1 x Medium Fire, 1 x Small Fire on Scythe.

 

My key thought here is that combinations of 4 different types of crystals would give the variance we desire, without the ability to 'uber' a weapon, or set of weapons..

 

_____________________________________________________

 

Also, Inventory size. Would farming shards fill up our inventory too quickly?



#9 Zorg

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Posted 30 January 2014 - 14:16

Yeah, that was a concern I came up with while designing it. I adjusted the percentages to account for the fact someone could stack say... 4 damage gems and such.

 

Maybe limit it to a max of 1 of each color gem per item then up the percentages to maybe 20% - 30% for perfect gems and such.


~ Chief Technical Officer
Wayne 'Zorg' Robinson


#10 Tibos

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Posted 30 January 2014 - 14:27

This is a great update. I can't wait to see it live!

 

PS: Allowing multiple crystals of the same type makes more sense, in order to specialize stats. Otherwise, you end up with very little feasible variation.



#11 GAGANB

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Posted 30 January 2014 - 14:58

Yeah, that was a concern I came up with while designing it. I adjusted the percentages to account for the fact someone could stack say... 4 damage gems and such.

 

Maybe limit it to a max of 1 of each color gem per item then up the percentages to maybe 20% - 30% for perfect gems and such.

 

I think that would work.

 

Not sure on the %, but you would be able to see which one seems more balanced.

 

Would it be easy enough to add some 'Crafting Achievements' with the introduction of the new crystals? Not trying to make more work for you, just wondering if it would be easy to implement at the same time :P

 

eg.

 

Fuse-lage

- Craft 500 small crystals

 

A Girls best friend

- Craft 250 medium crystals

 

Ludi-crystal

- Craft 100 large crystals

 

Shine bright like a....

- Craft 50 perfect crystals



#12 smokey11

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Posted 30 January 2014 - 14:59

As one of your more quite players on here , all I have to say is this is awesome.


Edited by smokey11, 30 January 2014 - 14:59.

16jk5ts.gif


#13 Steven

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Posted 30 January 2014 - 15:13

Yeah this is by far one of the best updates I've seen to date, apart from WL. Personally I would half the drop rates, I think we need a really really hard challenge. Or make some sort of completely god-like crystals. I want something that is going to take me ages. Also the weapon experience, make it take us ages to get.  I can't wait to see it.


Edited by Steven, 30 January 2014 - 15:16.


#14 NoddingFrog

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Posted 30 January 2014 - 15:20

Yeah, that was a concern I came up with while designing it. I adjusted the percentages to account for the fact someone could stack say... 4 damage gems and such.

 

Maybe limit it to a max of 1 of each color gem per item then up the percentages to maybe 20% - 30% for perfect gems and such.

 

Being able to fuse different colours together would get rid of the problem, I understand it adds a layer of complexity but the amount of combinations you get from doing it is staggerin. Especially when you take into account the crystals that are going to be added to the current set. Being only allowed 1 pure(no other colours added to it) perfect crystal per slot is only a good solution when one can add mixed crystals in the others to somewhat make up for it. 

 

I'd totally understand if you want to avoid the complexity by leaving it out but adding it later on would mess with it more. What I"m trying to say is when people have been making pure crystals for a while because it's all they can do and then suddenly mixtures are introduced it's a bit unfair.

 

In conclusion, I still hope you will add the ability to mix crystal in at the start considering the amount of combinations possible with it.

 

1 armour, 2 weapons, 2 miscs, all with 4 slots each that's 20 slots to fill. That's 1,280,000,000 different combinations. Allowing people to mix would bump that total number of combinations up as follows, seeing as each crystal takes 2 of the lower tier crystals to produce and there are 9 crystals to pick from each time:

 

(16^9)+(8^9)+(4^9)+(2^9)+(1^9)

(68.719.476.736)+(134.217.728)+(262.144)+(512)

=68.853.957.120

 

So instead of 1.28 billion we'd have 68.8 billion different combinations. That would leave the game with an update that will last us for the next 40 years. xD



#15 JoeBloggs

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Posted 30 January 2014 - 15:57

Posted by Zorg
At this point you can start farming Crystals from the entities in preparation for future updates but the new crystals will serve no purpose.

 

This is so ambiguous, are new crystals dropped pointless, whereas old ones are fine?



#16 zerocomman

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Posted 30 January 2014 - 15:58

Great update Zorg!

 

This is the sort of thing that will increase variety across players and reward activity instead of inactivity. It will make things much more entertaining for those of us who don't have much to do on the game other than sit in wl. I'm looking forward to the rollout.

 

(Now, don't ever accuse me of bashing every idea you've ever had, because I'll definitely support a good idea when I see one. This is one of those ideas :) )



#17 WhamBam

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Posted 30 January 2014 - 16:24

This is fantastic! I always thought there was not enough variation in gears, especially for avatars. This update will provide plenty! Nice Zorg!!!!



#18 centurion

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Posted 30 January 2014 - 16:30

I would also reduce bonus for the each upgrade.       another option is     +4/+3/+2/+1  type of bonus as you go up in quality.  cost more and less bonus as you go up in quality.    all depends on how you want to do this.  good update though.


Edited by centurion, 30 January 2014 - 16:30.


#19 Anialator

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Posted 30 January 2014 - 16:56

This pleases me beyond measure, it's really good to see you again! <3

Personally I agree with Tibos' point about allowing people to specialise their stats with 4 of the same Crystal if they wish. While a 40% damage boost is very large, so is a 40% dodge boost. Players that specialise one stat type will make us all play more strategically, as we make choices on who to attack.

2zges12.jpg

 

Anialator - (War Master of The Chapter - Legacy Online)


#20 Cee4293

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Posted 30 January 2014 - 17:04

Personally I would half the drop rates, I think we need a really really hard challenge. Or make some sort of completely god-like crystals. I want something that is going to take me ages. Also the weapon experience, make it take us ages to get.  I can't wait to see it.

I would be more excited to see the weapon exp take a bit longer as well. The drop rates can stay if needed due to the number of crystals already floating around in the game. Other than the time it takes your weapon itself to grow I love this plan.

 

:D




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