Post by Azherae on 2022-05-19 02:40:08
Well, this one I'll definitely keep short.
Other than item destruction, and speaking explicitly about items that are difficult to repair in some way, my concepts of 'harsh' are:
1. Durability losses, which, eventually, will increase the cost of the item. I would tie these to 'the act of unslotting an enhancement' personally. The player's choice of how to deal with this is entirely interesting to me, then. The outcome is that if I get the 'wrong' enchant', I can still use it until I want a new better enchant. Or, I could decide to ditch this and pass off the item to someone else, so while the item is not destroyed, it's still gone from ME.
2. I would prefer that individual enhancing items(or itemsets) are hard to obtain, and I don't mind as much if the RNG is in the obtaining (and the aforementioned possibility of getting the 'wrong' augment). So the harsh loss is actually 'attempting to use the item instead of just selling it to someone else', and then the augment being 'so far from your goals that you need to reroll it'.
With regards to the risk vs reward thing, the above is actually an example. If enhancing items are rare, and I am risk-averse, I will always sell them. Players like me may also just always sell them. If Intrepid factors for this, great. If they 'think that the system is interesting or that needing to be second in line' will cause my behaviour to change, they'd be incorrect, so if anything, my point is that unless they're assuming 'risk averse players aren't even our audience so it's fine', they need to factor for all the people in this thread who would behave this way. (EDIT: That wasn't a point 3! Autopilot lol)
I'll hope that they can come up with something that also accounts for risk-attuned players and rewards them exponentially. Being able to get exactly what you want instead of 'random enchant' through perseverance and luck will hopefully be a real boost to builds with specific goals.
I wanna see some 'Personal Legendaries' so bad.
Other than item destruction, and speaking explicitly about items that are difficult to repair in some way, my concepts of 'harsh' are:
1. Durability losses, which, eventually, will increase the cost of the item. I would tie these to 'the act of unslotting an enhancement' personally. The player's choice of how to deal with this is entirely interesting to me, then. The outcome is that if I get the 'wrong' enchant', I can still use it until I want a new better enchant. Or, I could decide to ditch this and pass off the item to someone else, so while the item is not destroyed, it's still gone from ME.
2. I would prefer that individual enhancing items(or itemsets) are hard to obtain, and I don't mind as much if the RNG is in the obtaining (and the aforementioned possibility of getting the 'wrong' augment). So the harsh loss is actually 'attempting to use the item instead of just selling it to someone else', and then the augment being 'so far from your goals that you need to reroll it'.
With regards to the risk vs reward thing, the above is actually an example. If enhancing items are rare, and I am risk-averse, I will always sell them. Players like me may also just always sell them. If Intrepid factors for this, great. If they 'think that the system is interesting or that needing to be second in line' will cause my behaviour to change, they'd be incorrect, so if anything, my point is that unless they're assuming 'risk averse players aren't even our audience so it's fine', they need to factor for all the people in this thread who would behave this way. (EDIT: That wasn't a point 3! Autopilot lol)
I'll hope that they can come up with something that also accounts for risk-attuned players and rewards them exponentially. Being able to get exactly what you want instead of 'random enchant' through perseverance and luck will hopefully be a real boost to builds with specific goals.
I wanna see some 'Personal Legendaries' so bad.