Board |
General.old [context] |
Sender |
Bobble |
Date |
Sat Nov 1 18:25:08 2014 |
To |
all |
Subject |
Translucent equipment |
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At the moment we have an issue with the progression of translucent eq:
1) The number of OPs on the equipment is solemly determined by rating.
So a lvl 90 rating 0 piece has the same OPs (as shown by lore) as a level
99 rating 0 piece.
2) The effective number of OPs (including tattoo bonus) increases very
slowly with item level for high level character. Thus a rating 3 lvl 95
piece will have just as many effective OPs as a lvl 99 piece with rating 2
(although the latter may well be harder to get).
Problem 1) is mostly cosmetic. I've added tattoo bonus info to lore to
make the tattoo bonus more visible.
For problem 2) we are considering two approaches:
A) Change the formula for effective level from currently
(item level + character level) / 2
to simply item level.
B) Cap the tattoo bonus at 100% (reached at level 90) when wearing translucent
eq over it. The remaining OPs are allovated to the eq.
In both cases, players wearing translucent items below their level will lose 1
effective OP per level difference (at lvl 90+), making a level 99 piece with
rating 2 superior to a lvl 95 piece with rating 3 by 4 OPs.
Option A) has the advantage of greater customizability via tattoo choices (and
means less work for us imms since items don't change).
Option B) has the advantage that lore of a level 99 piece will look much more
impressive than a level 90 piece, and give more choices to builders.
So, we were wondering whether you, our players, had any preferences?
If so, please let us know. :)
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