Temp enchanting suggestion page

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Hi, created this page because I (Squanto) am unable to type/post to the forums in the discord as I'm having issues verifying my discord account. (requirement to be able to post)

I have a suggestion to make the game much less harsh for all players by making the gear enchanting process a bit more forgiving. This is a very basic first pass just to see if something like this would be considered; if so, it can be theory crafted and fleshed out much more.

BASIC IDEA:

The basic idea is to make enchants 'soulbound' to the character rather than to gear. Instead of needing to farm 15 total enchanting mats (5 of each x 3) for 1 enchant or 90 enchanting mats ((5 of each x 3 per enchant)x 1 feather, 1x stam efficiency, 2x keens (for bow & melee weapon) and then 2x enchants for staffs (any combo of mana eff, mag, casting time, or spell duration) for one gear bag (and then losing that to a player after one fight), you are able to farm a large quantity of enchanting materials and then use them over a larger amount of gear sets.


My base suggestion is as follows:

- Remove the ability to enchant armor, weapons & equipment - leaving gems as the only enchantable items remaining (except for transmutes!)

- Enchanting gems now requires a new larger quantity of enchanting materials to enchant. This can be decided and balanced based on quality of enchant (1-5) and also based on the amount of time or durability given to these gems.

My base suggestion is that each gem require 75 of each enchanting material (225 total enchanting materials) + 500 gold. After the gems are enchanted, they are tradeable or equip-able to new slots in the players paperdoll. The gems would have a timer in their item description and a durability bar that is linked to the timer. When in a players inventory or bank, they provide no bonuses and do not lose durability/time left remaining. When a player equips them to their paperdoll, the timer/durability starts decreasing and the buff is applied to the character. My suggestion is that these gems have a durability/timer of 7days. These gems would be soulbound, meaning they do not drop on death. Another option is for the game to check if a player is in combat when the gems are equipped - if a player is not in combat then the durability/timer doesn't tick down - if a player is in combat then the durability/timer does tick down. If this 2nd option is taken, it's recommended that the gem durability/timer is lowered to down to 48 hours.

There should be two slots on the paperdoll that apply to both bows and melee weapons. These slots would be for stuff like keens & banes and would apply to any bow or melee weapon pulled out.
There should then be two slots for staves. These would be enchants like mana efficiency, magnitude, spell duration, casting time and would only apply to staves when unsheathed.
and there should then be 3 more slots for any gear or equipment enchants (things like feather, stam afficiency, attribute bonus, stat bonuses, protections). Players can decide what 3 enchants they pick, most will decide feather + stam efficiency and then either something like HP bonus or vitality bonus.

A lot of veterans are going to complain "Well now I don't get anything good when I kill another player! I liked looting enchanted gear!" and yes, this is unfortunate - however, this change is beneficial to player retention because enchanting is a requirement to pvp and takes way too much time in its current state for a player to make pvp ready gear sets.

Here is a suggestion that could be implemented so that players still get something from killing players who have enchanted gear. After bleeding out or being ganked, the enchanted gems will 'de-activate' and require a re-charge from a Mage or Arcanist NPC. The mage or arcanist NPC will have a new tab that displays the gems a player has equipped in their paperdoll, and will re charge their power for you for a fee of 200 gold per gem X the quality of enchant (200g per gem for q1, 400g per gem for q2, 1000g per gem for q5). If a player bleeds out, dies in water, or gets ganked - the game will look at the players paperdoll and do a calculation and 75% of the gold required to charge the gems will be dropped to the players grave.



As I said, this is a very basic Passover of this system. I have discussed this with many veterans in the community and a majority of them agree enchanting is in a bad spot and this would fix many issues it has, and make it easier for new players to get into pvp without having to farm thousands of enchanting materials to learn the game or being forced to use unenchanted gear.