I suggest we remove some things that make gaming harder and more frustrating that it has to be.
First of all the changes I want to see removed:
Prepare restriction (can't prepare magic weapons)
Enchant cap (can only enchant items to +5)
Enchant restriction (can't enchant magic armour)
As far as I think these were introduced to prevent from beeing low levels to be too powerful by just running through stores and buying enchant armours and stuff.Since item power now works,I think we can reenable the unbounded enchanting and preparing as long as item power works...But as all suggestions of me it's only a suggestion and may be ignored on wish.Would be nice and would make sense to do theset hings though.At least in my humble opinion it would.
[POLL]Getting rid of item restrictions
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[POLL]Getting rid of item restrictions
Last edited by Matin on Mon Nov 15, 2004 1:10 pm, edited 1 time in total.
I is sexy,ain't I?
heh... remove item power AND remove the caps AND allow to wear a ring on each finger (10 fingers for an elf!) AND remove the stat limits AND add +100 resistance to all attack types AND add a dual wielding skill AND ...Salathar wrote:It might be a good idea to have a poll to see what everyone else thinks.
ok... lets stop kidding

its annoying not being able to enchant your armour > +5 - i like a good ac... but its not that worse. I really hate not being able to enchant my helmet of might, for example... and not being able to enchant my chaos sword ... and so on.
so, i voted: remove the caps
PS: annoying dragons! these monsters vote 'i dont care'!

Bibendi ergo sum
or rather: sum ergo bibendi
or rather: sum ergo bibendi
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Re: [POLL]Getting rid of item restrictions
That used to be possible. But then players would have something like Chaos Sword +10 (Str+10, Dex, +10, etc.) and then all their stats maxed out at 30.Matin wrote: Prepare restriction (can't prepare magic weapons)
Nevermind the old problem where switching gods would keep all of the old slay_ features on the weapon. =P
See below on the enchantment cap for armour and related items.Matin wrote: Enchant cap (can only enchant items to +5)
As for enchanting existing magical armour such as a Robe of Midnight, one can to a small degree if they are a high enough level.Matin wrote: Enchant restriction (can't enchant magic armour)
One used to be able to enchant armour to +12 (or higher?) That was reduced because players would have Armour scores of 99 or higher and AC's of -15 or -20 before they reached level 2. This was also a reason why so many low level monsters would have attack types other then physical. Poor, unequipped newbies that would login would get toasted easily, early and often.
Partially true, but mostly it was for all players.Matin wrote: As far as I think these were introduced to prevent from beeing low levels to be too powerful by just running through stores and buying enchant armours and stuff.
Item power was added to hinder high level characters from dropping a ton of good eq in the middle of a city and then all the low level players grabbing it and then being almost unstoppable while in maps designed for them. Now, hopefully.. characters learn how to use immunity and protection potions and find/disarm traps before they try to take on MWizard tower.Matin wrote: Since item power now works,I think we can reenable the unbounded enchanting and preparing as long as item power works...

It is more of a question what other developers think, and from what I know/heard not many of them read this forum so it is good to fire up debates and discussions here to get the feel of the general opinion, but some issues will need to go on crossfire discussion list at some stage.
Of course it is also a matter of someone liking the feature/change enough(having enough time/desire) to implement it or submit a patch.
Sometimes it is also difficult to understand why the things have turned out to be the way they are now, what reasoning was behind their original implementation, what bugs/explots/game balance issues led to current state of affairs.
On a more general note about restrictions: I like the idea of being able to change items by improving them. It makes you a little bit perfect and feels like you've done all you could. Improvements should not destroy balance but be an incentive to keep on going.
That's where item power comes in, take power dragon mail for example: it's item power 12 at its original +4, but jumps to 35 once enchanted to +5, for those with spare item power it will be a gain but going even further would just be too costly.
Of course it is also a matter of someone liking the feature/change enough(having enough time/desire) to implement it or submit a patch.

Sometimes it is also difficult to understand why the things have turned out to be the way they are now, what reasoning was behind their original implementation, what bugs/explots/game balance issues led to current state of affairs.

On a more general note about restrictions: I like the idea of being able to change items by improving them. It makes you a little bit perfect and feels like you've done all you could. Improvements should not destroy balance but be an incentive to keep on going.

That's where item power comes in, take power dragon mail for example: it's item power 12 at its original +4, but jumps to 35 once enchanted to +5, for those with spare item power it will be a gain but going even further would just be too costly.