On Artifacts
Posted: Wed Oct 13, 2010 4:27 am
Currently we have a few artifacts, but not very many. e.g. there are no artifact waraxes or maces, so fighters should use long swords and get Ringil. Some see this as a problem. DG has asked people to come up with new artifact ideas; let's assume for a moment that these ideas will be forthcoming.
It seems to me that there are a few ways the game could pan out:
1. One really good artifact in each object category. Basic game arc: your class determines the artifacts you need. If they're guaranteed, you do the quest and get them, else you scum until they turn up. Non-artifact equipment only matters to you until you get the artifact you want; after that, it's just loot for selling.
Pros: Game is more predictable, every class has access to the equipment it needs.
Cons: Devalues ego-items, may encourage scumming, game is more predictable.
2. Multiple good artifacts in each object category.
Pros: More variation in characters
Cons: Requires lots of artifacts, could dilute the quality of artifacts in the game, still devalues ego-items, even more encouraging of scumming
3. Torchlight-style: Lots of artifacts of various power levels, which get eclipsed by normal egos as the game progresses. e.g. you might find an artifact steel sword early on. It boosts some stats, grants some resistances .. but it's still only doing steel damage. At some point, you'll need to swap it for a non-artifact weapon, which will upgrade your damage, but you'll lose the other abilities.
Pros: More variation in characters, reduces scumming (because you know you'll find better gear as you progress), lets the player make real decisions instead of just assembling the standard ascension kit.
Cons: Devalues some artifacts (Ringil would be surpassed in damage by every mithril sword you find), requires lots of artifacts, could require major rebalancing.
It seems to me that there are a few ways the game could pan out:
1. One really good artifact in each object category. Basic game arc: your class determines the artifacts you need. If they're guaranteed, you do the quest and get them, else you scum until they turn up. Non-artifact equipment only matters to you until you get the artifact you want; after that, it's just loot for selling.
Pros: Game is more predictable, every class has access to the equipment it needs.
Cons: Devalues ego-items, may encourage scumming, game is more predictable.
2. Multiple good artifacts in each object category.
Pros: More variation in characters
Cons: Requires lots of artifacts, could dilute the quality of artifacts in the game, still devalues ego-items, even more encouraging of scumming
3. Torchlight-style: Lots of artifacts of various power levels, which get eclipsed by normal egos as the game progresses. e.g. you might find an artifact steel sword early on. It boosts some stats, grants some resistances .. but it's still only doing steel damage. At some point, you'll need to swap it for a non-artifact weapon, which will upgrade your damage, but you'll lose the other abilities.
Pros: More variation in characters, reduces scumming (because you know you'll find better gear as you progress), lets the player make real decisions instead of just assembling the standard ascension kit.
Cons: Devalues some artifacts (Ringil would be surpassed in damage by every mithril sword you find), requires lots of artifacts, could require major rebalancing.