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Cipacadrinho

That moment when your gear... becomes you

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Hi!

 

Gonna keep it short:

 

Make tools and armor pieces etc. be able to develop affinities towards their user, basically if someone uses same hammer or sickle or chest piece etc., over time (i imagine this will be easier for tools with actions that have a timer) they can develop an affinity for their user.

 

And the perks could be stuff like a free rename that will have to include the name of that toon or less weight with a cap to 50%. 

 

Basically 10% / affinity and affinity cap is 5.

 

This way people will care more about their special bond with their trowel and make having all tools on you less of a drag over time.

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So free rename and scaling weight limit?

Who gets affinity, player or the tool, can you sell such tool so other can benefit from it or it's like an achievement based on random action or player skill with such tool?

How much is too much?

 

How do you counter or explain this to body.str and carry weight if you're "new player" and forget about carrying your favorite 100 large mauls(500kg), while sprinting at 20kmh/+ naked in the woods?

 

seems widely un-polished/balanced 

 

lets -1 it until there's more to it

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The tool gains the affinity to the character that was using it can be sold or traded but the affinity will not transfer can even make it so it will decay in time if is not in the inventory or being used by the toon that has the affinity for.

 

Half a weight on each tool when you have 20 tools in your inv at all time is significant.

 

Could also make it so one affinity is weight reduction then the second affinity is less ql loss when repaired then third could be less chance to lose enchant power, then the fourth could make it so it does not count for item cap in your inventory and fifth affinity would be that you don't drop it on death etc. It does not ahve to be just a free rename and a weight reduction to be honest i would just take 5 levels of weight reduction but that is just my prefference i am sure you might have a totally different one they can't please us all.

 

Basically is a fluffed up way of rewarding you for using same tools and having, due to commodity, to carry them around with you it would feel like a nice way of getting the sense you are progressing and getting small perks from doing so.

 

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Even the naming could be part of the "magic" so to speak and could even indicate the level of affinity the tool has for the owner and who the owner is.

 

For instance could have some set names for each affinity level:

 

1 affinity: Adept 

 

2 affinity: Companion

 

3 affinity: Friend

 

4 affinity IMPerator

 

5 affinity OnlyFan

 

So for instance you use a hammer on your hammering ways. The hammer is a rare 86ql you named BotD>CoC. If that hammer rolls and affinity towards you it auto get's renamed to Adept Hammer of Finnn. So now even if you borrow it or sell it people will know it has an affinity on you.

 

If you keep using it maybe half a year later it gets a 2nd affinity to you and now is Companion Hammer of Finnn then 10 years later if you still re-imp and re-cast the poor bastard could get a 5th and final affinity to you and auto rename into OnlyFan Hammer of Finnn

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20 minutes ago, Cipacadrinho said:

The tool gains the affinity to the character that was using it can be sold or traded but the affinity will not transfer can even make it so it will decay in time if is not in the inventory or being used by the toon that has the affinity for.

 

For the decay part, I'd change it from "is not in the inventory" to "is in the inventory of another character". As for why, I don't think it's a good idea to force players to carry all their tools with them at all times jsut to prevent such decay. This small adjustment would allow players to store their tools, for example in (magic) chests without being punished for that.

Edited by Ecrir

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it's cool.. but creeps into special ink/gm ability, body.str grind shortcut, repairing grind skip, affinity or w/e etc bonuses otherwise being their whole branch, damage-size-weight reductions and stacks on top of the same

if affinity doesn't transfer with the sale, or does but it's useless wasted data if I get 50% skillgain or 5.. whatever.. what's the point for next player to know it if that item is useless to next owner, and tool/weapon/etc only gives bonus to me...

 

why don't you go with .. skill -> bonuses instead of tying bonuses to items, otherwise.. something similar could be a thing to get from ritual sites with similar to POE enhancements from ethernal labyrinth.. (this will be exceptionally easy to cheese with alts if bonuses transfer around and are bound to the items alone)

 

balance around alts, transfers, etc.. in wurm will be it's own thing obviously

 

 

player or mastery progression is probably a good side branch for the game to develop, players are FANATIC about farming thing.. so.. give them ways... but non-broken derp lul spammable ###### imo.. so sure.. moAr ideas.. balance, polish, there's a bread crumb or few in this

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It could also become the mechanic for prestiging a toon right?

 

Say if you have 6900 skill points then you can press a button to prestige your toon or go lick all 4 of the holy sites then press a prestige toon button and what it will happen is that toon's skills all reset to 1.

 

But now you have the ability to have tools, weapons and armor develop and affinity with your toon and when that happens you have the ability to absorb that tool and armor making it always a part of you and you cannot drop them on pve death either.

 

And when you use them for imping or stuff your hand will just spawn it like half wolverine half transformer hand. This way they could just make it so we can start doing chop on a tree and the correct tool will just spawn in our hand.

 

They would still take dmg and could repair them by way of dragging the hand on the toolbar and repairing it or repairing the hand in character window. Could also make it so it repairs all absorbed tools while you are sleeping and they lose half the ql they would lose from your toon repairing it normally.

 

And if you want to imp them can just right click your hand choose from a list what tool you want the hand to be then imp the hand without needing  fire and hot lumps etc, sort of a permanent imping on the go. You would still need a lump but the hand or the lump won't need to be hot in order to imp it that way.

 

And let's say you had a rare trowel absorbed and now you got your hands on a supreme one with a better cast then you can just use the supreme the standard way untill you get the absorb pop-up and then when you click yes absorbe the supreme it will say that it will replace the rare one and is gonna re-apear in your inventory at creation ql or something.

 

And the way you would set up your imping toolbelt with all but absorbed tools would be, let's say for blacksmithing:

You drag a casted lump in slot 1, casted water in slot 2 and 3 times your hand in slots 3 to 5 and then you right click each of them and choose the role for each hand: one is pelt (if you ahve a pelt absorbed), one is hammer (if you have a hammer absorbed) and one is wetstone (if you have one absorbed).

 

And if it would still feel like too little to prestige could make it so the absorbed gear would have no drop chance on pve and like 70% less chance on pve and does not stack with res stone and the toon could also be a priest after prestige on top of normal crafter toon but of the deity they chosen ofc. so can't be a vyn crafter and a fo priest in one prestiged toon can be a vyn crafter and priest or fo crafter and priest or, heavens forbing a lib crafter and priest.

 

The one issue that remains is what do you do if you want your absorbed tools imped but you don't have the skill? Well you could get like an imp gem like they are making spell gems why not make imp gems too right? But you would have one big downside: tools that are absorbed by a player can only be imped beyond 70ql by someone else. Up to 70ql they should be only impable by the toon they are absorbed into so people would have to re-grind alot of skills up to 70. And i mean once you are 70 is not a biggie to go to 80 right?:) Or make it 90 wth:)

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Forgot about a solution for moments when one would want to use a skiller tool instead of the high ql absorbed one.

 

Could go about it three ways: use a skiller the normal way with activate then action and you just right click and set it to No Absorb.

 

You could have the high ql absorbed tool be able to adjust the ql on it (similar to how you adjust the measuring jug) and you would have options: set to 1ql 10ql 20ql 30ql and true ql (true ql would be the actual imped ql)

 

We could have it so we can absorb 2 tools of same type as long as one of them is 1ql.

 

And you could puke them out anytime you want but they would come out at creation ql or 1ql so you can re-imp mail for re-imp and they would keep their afinity to you so can re-atach as soon as they are mailed back.

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