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Author Topic: Attributes for items  (Read 17241 times)

nonSENSE

  • September 2011
  • 1365 Posts
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« May 27, 2012, 03:51:08 PM » #3160
I am currently working on extending the item system by adding attributes. These work exactly the same way as the affixes on Dodgeball weapons do. When the item is equipped, the bonus attributes are active and will be applied. Any hat, aura or attachment can have attributes (even rare, legendary or special items).

Examples:






Furthermore, all other items found prior to the introduction of this new system will receive the vintage subquality.

Example:




Currently, the following attributes are planned: (affixes)

Code: [Select]
1-5, "Opportune", "+%d%% Better Chance of Getting Magic Item"
6-10, "Promising", "+%d%% Better Chance of Getting Magic Item"
11-15, "Blessed", "+%d%% Better Chance of Getting Magic Item"
16-20, "Lucky", "+%d%% Better Chance of Getting Magic Item"
21-25, "Golden", "+%d%% Better Chance of Getting Magic Item"

1-5, "Favorable", "+%d%% Extra Gold Earned"
6-10, "Gaining", "+%d%% Extra Gold Earned"
11-15, "Prosperious", "+%d%% Extra Gold Earned"
16-20, "Wealthy", "+%d%% Extra Gold Earned"
21-25, "Loaded", "+%d%% Extra Gold Earned"

-> +%d Extra Items per Day
-> +%d%% Chance of Getting Rare Item

This list is far from complete though!

Feel free to suggest others (as long as they are not completely unbalanced).

« Last Edit: May 27, 2012, 03:54:24 PM by nonSENSE »

Willdy

  • September 2011
  • 2276 Posts
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« May 27, 2012, 03:56:21 PM » #3161
I know this isn't a suggestion but I would like to get a reading of what you call unbalanced. Can a 'Golden' item give 25% extra chance of getting a rare?

nonSENSE

  • September 2011
  • 1365 Posts
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« May 27, 2012, 04:38:15 PM » #3162
Rare != Magic. Magic items are simply items that have attributes themselves. There will be affixes that will increase your chances of getting a rare, but they will be increase that chance by a lot less. Also, these are not additive percentages. So:

If the percentage of getting a rare would be 5% now and if you were to wear an item that increases the chance of getting a rare by x%, the new percentage would be 5 + (5 * (x/100)). Example: +50% would be -> 5 + 5*0.5 = 7.5%.

Fro Dough

  • September 2011
  • 191 Posts
    • STEAM_0:0:26468481 STEAM_0:0:26468481
« May 27, 2012, 05:12:41 PM » #3163
Kinda wondering if we could get somthing that would make mines more or less effective, for example a heavy hat that halfs the force the propulsion mine pushes you with.
I didnt break it the lava did! Honest!
I also made the 3000th post. Anyone who says otherwise will be....puynished.

レオ✪

  • March 2012
  • 221 Posts
    • STEAM_0:0:37841413 STEAM_0:0:37841413
« May 27, 2012, 06:22:53 PM » #3164
I like this attribute thing , but my question is , will it go on currently already owned rares? or do they have to be fresh just gotten ones?

nonSENSE

  • September 2011
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« May 27, 2012, 07:01:07 PM » #3165
Old items cannot have attributes. They only spawn on new ones. To make up for that fact, those items do receive the vintage quality.

レオ✪

  • March 2012
  • 221 Posts
    • STEAM_0:0:37841413 STEAM_0:0:37841413
« May 27, 2012, 07:31:25 PM » #3168
Even rares will have a vintage quality?

SniperDuck

  • September 2011
  • 378 Posts
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« May 27, 2012, 07:54:08 PM » #3170
cool beans

nonSENSE

  • September 2011
  • 1365 Posts
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« May 27, 2012, 08:16:44 PM » #3171
Even rares will have a vintage quality?

Yes. Rare Vintage.

khalum777

  • March 2012
  • 79 Posts
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« May 27, 2012, 09:16:32 PM » #3172
Shiny_Smile

Comri3

  • March 2012
  • 64 Posts
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« May 27, 2012, 11:52:30 PM » #3174
Love the idea :D

Cannot waitTT!!

nonSENSE

  • September 2011
  • 1365 Posts
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« May 28, 2012, 12:16:42 AM » #3175
Alright, for every good attribute suggestion that will be posted, I will give out some keys. Please try to make the attributes not to specific to a certain gamemode (such as "Reduce fall damage on Smash"), but rather global (relating to the shop, trading, crafting, voting, etc...).

The Lucky 84

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  • May 2012
  • 2 Posts
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« May 28, 2012, 12:17:55 AM » #3176
Hmm. How about A Strange Atteribute? Like for the Hopper minds in Smash?

nonSENSE

  • September 2011
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« May 28, 2012, 12:19:02 AM » #3177
Hmm. How about A Strange Atteribute? Like for the Hopper minds in Smash?

I don't know what that means.

Comri3

  • March 2012
  • 64 Posts
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« May 28, 2012, 12:21:00 AM » #3178
1a: Affects Item finds, Gift openings, Chest unlocks. (I'm sure is already being done)
1b: Affects Painted item find/open/unlock rate.

2. : Affects Round Winning Cash Giveout

3. : Affects Gravity / Speed
( I guess it would be nice to have *SLIGHTLY* increased jump height/speed on any gamemode)

4. : Chance of recieving an extra item upon finding/opening/unlocking something.

5. : Cheaper store items

6a: Chance of getting a better tier effect while using magic dust - Item of Dusting
6b: Chance of recieving an additional dust from salvaging only a single rare.

7a: Chance of retaining a key after use.
7b: Higher chance of retaining a lockpick upon use.

8. : Gives the player a very slim chance of finding a rare chest/key *Extremely Rare*

*I will modify this post if I come up with more*

« Last Edit: May 28, 2012, 12:42:10 AM by Comri3 »

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