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#1 |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
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Equipment combos -suggestion
I think it was NPP where you had item combos that increase power of each other if you had both. I think that is interesting enough that that idea could be added to vanilla too.
Like Sting + Belegennon is stronger than Sting or Belegennon alone. |
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#2 |
Prophet
Join Date: Dec 2009
Posts: 9,024
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The more general term for this is "item sets", and it was made famous by Diablo II (though there may well have been earlier implementations of the idea). The primary variant I'm aware of that has item sets is ToME 2, though in practice there's few enough of them that they don't really impact gameplay. Notably, one of the sets is the *thanc daggers, so you can't complete that set unless you can triple-wield...
I'm not a huge fan of sets personally, since they encourage you to keep around partial sets on the off-chance that you find the item that completes them. For example, Sting might not be useful to you, but it would be useful if you find Belegennon, so now you have to keep Sting in your house. Depending on how common sets are, you may have many partial sets in your house at any given time. Of course that's mitigated significantly if you have unlimited storage space in your house, but it does still lead to clutter. |
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#3 |
Knight
Join Date: Sep 2010
Location: Stockholm
Posts: 682
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Artifact sets in Angband would probably lead to increased requests for larger home inventory and in the end more item management with limited benefit. Also, aren't artifacts already powerful enough?
A more playable change would be to add dependency nerfs to some artifacts so that they would not give you all their enchantment effects until some specific criteria are met. E.g. one of the priest favourite artifacts could be dependent on e.g. wielding a blessed weapon and not wielding a shield. If you fulfill these criteria it has the normal powers. If not, it may not give the melee boost or the WIS bonus etc. |
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#4 | ||
Veteran
Join Date: Jun 2007
Posts: 1,388
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I think a better way to do this is to have egos that synergize each other -- regardless of where those egos come from. Just a random idea would be "slays evil" combining exponentially if you have it from multiple sources. (Of course a single source would have to be nerfed, but, say, if you had 3 sources it would exceed what it currently does now.) Slay evil may be a bad example, given that it only occurs on weapons, but you get the idea... [1] Using items from one character on another character. You could do this using "mule" characters on Battle.Net, for example. |
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#5 |
Knight
Join Date: Dec 2008
Posts: 638
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Count me in for liking the idea- for me the occasional "hey cool- I found them all" would make up for any small hassle of item management. There's already 100 levels of decisions about what to keep and what not to keep, so I find it hard to believe it would be much worse with sets. Not all sets are going to be useful for all characters so players wouldn't need to save every set item.
One possible idea, if we ever get our Mathom House in V, would be to allow use of set items stored in the Mathom House if you've found them all. I also think you could make sets out of ego items. Wield elvish cloak/boots/armor- get extra stealth boost, rPois, etc. Dwarven Helm/shield/ armor, get immFire... |
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#6 | ||
Veteran
Join Date: Jun 2007
Posts: 1,388
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#7 |
Swordsman
Join Date: Jun 2013
Posts: 428
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I always used a large stash mod for Diablo II specifically because it was fun to collect sets, but hugely suboptimal with the low stash size. I imagine Derakon's prediction about prompting (even more) requests for larger home would hold true.
That said, I think finding set items is really fun. You're holding on to two of the four and just dreaming eagerly about the rest, or looking forward to the bonuses that will be unveiled when you find your third piece, or finding set pieces that are for a different class and start getting excited to try that sort of build for the first time...heck I haven't played Diablo II in years but these feelings were so strong that I can clearly recall them. That doesn't mean Angband needs to go in that direction per se, but set-items' power to add these sorts of strong feelings to the player experience is not something to dismiss lightly. |
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#8 | ||
Veteran
Join Date: Jun 2007
Posts: 1,388
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In the end it's just the practicality of it that killed it for me... to quote your own good self Quote:
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#9 | |
Knight
Join Date: Dec 2008
Posts: 638
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![]() This maybe gets into the RPG question that was raised in another thread. For my personal preferences and playstyle, in general I'd at least consider taking advantage of options to sacrifice some level equipment optimization for something less tangible that makes the character more memorable or interesting to play. In the specific case here, it would have zero effect on people who didn't want to worry about completing sets. |
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#10 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 56
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FA and O have item sets which are gettable but not trivially, and in a range of power increases. They work pretty much as (I interpret) Timo is suggesting - nice to use if you happen on them, but it doesn't kill you if you don't get them.
Making some sets that are a particularly nice bonus (rather than exclusive to) particular classes is a thought too; you don't want to have the set artifacts as too high a proportion of all the artifacts, though. And I don't know what you would do for randarts.
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