Two ideas:
When you're disrupted by arcane disrupting equipment, actually name the item that does it in the message. This will make it clear to players that it's something they're wearing that's causing the problem.
Add some lore that has an archmage complaining about all his spells going wrong ever since he found this one piece of equipment. I suggest one of those robes that do slime damage when hit.
Arcane Disrupting Equipment Description
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- Uruivellas
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Arcane Disrupting Equipment Description
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated.
Currently working on Elementals. It's a big project, so any help would be appreciated.

Re: Arcane Disrupting Equipment Description
I color coded the disruption messages (so they have that same tint as the antimagic power line).
A message when an antimagic item is worn might be good too.
A message when an antimagic item is worn might be good too.
Re: Arcane Disrupting Equipment Description
And arcane disrupting effects can be easily overlooked. My first reaction was always to feel that it was some problem with the program, and I would press the same keys again before I could think - failed to realize something had already happened in the game. This is usually a deadly mistake. I think it would be better if there are something more noticeable than a message in the corner. Can some words like "Arcane Disrupted" jump out from the character, like damage number?
Re: Arcane Disrupting Equipment Description
I think flyers for every time a sustain is deactivated would be good. This would cover dispels, antimagic, accidental weapon swaps, accidentally pressing the button, as well as intentionally pressing the button.
Spell disruption could get it's own flyer and sound effect.
Thoughts?
Spell disruption could get it's own flyer and sound effect.
Thoughts?
Re: Arcane Disrupting Equipment Description
Go for it, is my thought. A running man style lore popup when you find your first arcane disrupting item might be a pretty good idea, too. Maybe just on easier, or in the tutorial or somethin'?
Re: Arcane Disrupting Equipment Description
I like the lore idea. Not discounting that 
Specifying which piece of gear causes the disruption would be kinda tricky which is why I'm suggesting some alternative ideas. Each piece adds an attribute that disrupts magic, so if you're wearing one piece this would work but if you're wearing multiple pieces it would need to pick one at random to blame (which is somewhat dishonest).
I suppose it could count the number and say by your blah pieces of antimagic gear. But I think there's cleaner/easier options.

Specifying which piece of gear causes the disruption would be kinda tricky which is why I'm suggesting some alternative ideas. Each piece adds an attribute that disrupts magic, so if you're wearing one piece this would work but if you're wearing multiple pieces it would need to pick one at random to blame (which is somewhat dishonest).
I suppose it could count the number and say by your blah pieces of antimagic gear. But I think there's cleaner/easier options.
Re: Arcane Disrupting Equipment Description
I run into trouble sometimes because of this and other things when I'm not paying very close attention. High damage per turn diseases, an unexpected massive hit, low life, etc. I'd love to have a moveable, re-sizable display that watches for high importance events each turn and flashes them at me and cycles through them if there is more than 1. I've considered making an add-on.
Re: Arcane Disrupting Equipment Description
What about adding a message to all spell casts while wearing AM gear? Something like "Your spell is weakened by arcane disrupting forces!"