Legendary items for different level ranges

Unstructured ideas, requests and suggestions for the development of the game.
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Link
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Joined: Fri Sep 20, 2013 11:25 pm
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Legendary items for different level ranges

Post by Link »

Just had an idea concerning epic/legendary items.
But first let me explain the basis of my idea: We all agree that AT is a grinding driven RPG and honestly, I think this is single best point of the game. Why? Simply because it is a game played on mobile devices and we all know where those games are played: in the bus to school, in the elevator, in the waiting room for the dentist, basically where ever you might get bored. Therefore grinding with a perspective provides entertainment on the long run and keeps you playing. Now this in turn is the best thing an open source game under constant but slow development can offer, in order to keep its players busy. Which is nothing short of brilliant.
But back to the items. Figure your self in the situation that you've finished all the quests there are and also about to find all the epic/legendary items. Hmmm bummer, because you are about to kill your motivation to continue playing and grinding. So now imagine what it would be like if you'd know that there are other legendary items to obtain from way stronger monsters that you could never ever obtain before, let's say, level 100, because those monsters are simply too strong?!

In short, what I want to suggest are legendary items for certain ranges of levels.
As an example: The RolS could be the best ring in game from level 20 to 80 and the RogS (Ring of greater Shadow) could be the best ring in game from 80 to 150 and so on... Obviously, the RogS would have to be harvested from monsters that you can only hunt halfway safely at a minimum level of 100, or so.

Like this, Oskar could create quasi quests with each new legendary item.

So, what do you think?
Level: 100|Exp:18063694|Gold:699883|AP:12/3|HP:396|AC:336%|AD: 56-69|BC:133%|DR:4
Skills: WA:2|HH:2|CS:2|QL:2|CE:2|IF:5|CL:2|EV:1|Reg:1|OhSp:2|Sh:1|FS-W&S:2|Spec-W&S:1
Items: RoLS:1|ElyR:0|RoL:1|ChaR:1|GoLF:1|ShaF:1|SRoV:1|VSH:1|WMC:0|GoW:0

1st RoLS at: 2916 Trainers and 2731 Masters
1st RoL at: 5843 imps
My shiny new website: http://www.lifendive.com
last updated: 01-23-2014 16:59 CET
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sorrow
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Location: the land of the devil dogs

Re: Legendary items for different level ranges

Post by sorrow »

Would be tricky to code but could be done I think

Sorrow
Lvl:80 XP:9214038 Gold:1mil Hp:243 AC:301 Ad:28-49 Ch:21 Cm:2.0 Ecc:15 BC:148 Dr:3

skills:
WA:2. HH:2. CS:2. TH:2 QL:2 IF:2 REG:2 MF:5 DBS:1 2HSP:1 LAP:2 HAP:1 SREG:1
L/E
CHAR:1 ROLS:1 ELYR:1 GOLF:1 SHAF: 1
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Link
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Joined: Fri Sep 20, 2013 11:25 pm
android_version: 2.3 - Gingerbread

Re: Legendary items for different level ranges

Post by Link »

Why coding?
I was rather thinking of implementing caves or any other small areas into the game, maybe even into existing map tiles, where you can find those monsters that may drop those items. You could even let these areas be guarded by NPCs to not let you enter before you have reached a certain level, just like the guard at Flagstone.
Level: 100|Exp:18063694|Gold:699883|AP:12/3|HP:396|AC:336%|AD: 56-69|BC:133%|DR:4
Skills: WA:2|HH:2|CS:2|QL:2|CE:2|IF:5|CL:2|EV:1|Reg:1|OhSp:2|Sh:1|FS-W&S:2|Spec-W&S:1
Items: RoLS:1|ElyR:0|RoL:1|ChaR:1|GoLF:1|ShaF:1|SRoV:1|VSH:1|WMC:0|GoW:0

1st RoLS at: 2916 Trainers and 2731 Masters
1st RoL at: 5843 imps
My shiny new website: http://www.lifendive.com
last updated: 01-23-2014 16:59 CET
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sorrow
Posts: 1898
Joined: Sun Apr 21, 2013 2:32 pm
android_version: 2.3 - Gingerbread
Location: the land of the devil dogs

Re: Legendary items for different level ranges

Post by sorrow »

Everything in any game requires coding. Why do you think when you buy games (for your Xbox wii ps3 or even the n64) they cost alot? That's due to all the coding testing redoing the code and testing again fixing bugs ect.

Sorrow
Lvl:80 XP:9214038 Gold:1mil Hp:243 AC:301 Ad:28-49 Ch:21 Cm:2.0 Ecc:15 BC:148 Dr:3

skills:
WA:2. HH:2. CS:2. TH:2 QL:2 IF:2 REG:2 MF:5 DBS:1 2HSP:1 LAP:2 HAP:1 SREG:1
L/E
CHAR:1 ROLS:1 ELYR:1 GOLF:1 SHAF: 1
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Zukero
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Re: Legendary items for different level ranges

Post by Zukero »

Sorrow hhe meant that for his idea there's just content data to add... no extra code to do.
Lvl: 78, XP: 8622632, Gold: 271542, RoLS: 1, ElyR: -, RoL: -, ChaR: 1, GoLF: 1, ShaF: 1, SRoV: 1, VSH: 1, WMC: 1, GoW: 1
HP: 71, AC: 301%, AD: 38-47, AP: 3, ECC: 50%, CM: 3.75, BC: 101%, DR: 2
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sorrow
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Re: Legendary items for different level ranges

Post by sorrow »

It would still need to be coded z. Creating new ncp new maps for the new caves ect.

Sorrow
Lvl:80 XP:9214038 Gold:1mil Hp:243 AC:301 Ad:28-49 Ch:21 Cm:2.0 Ecc:15 BC:148 Dr:3

skills:
WA:2. HH:2. CS:2. TH:2 QL:2 IF:2 REG:2 MF:5 DBS:1 2HSP:1 LAP:2 HAP:1 SREG:1
L/E
CHAR:1 ROLS:1 ELYR:1 GOLF:1 SHAF: 1
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Link
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Re: Legendary items for different level ranges

Post by Link »

Yes sorrow,

you're right, of course there is a need for coding, one way or the other. However, I believe it is rather little compared to other ideas, which again doesn't mean that other ideas are not equally valuable, not at all to be exact. Ideas about quests with lots of content are even of higher value as they drive the spirit of the game, give it soul and a voice of participation of the community.

My idea merely tries to offer a solution for long time "entertainment" (brackets as there ain't too many people out there who actually enjoy farming/grinding for special items as much as some of us do), and therefore just an idea to keep those excessive players like us busy. I'm speaking of two or three maps per item, filled up with some nastily strong monsters, to offer a challenge to players that have cleared the game of existing quests until the next update.

Let's try to get a bit more constructive about this idea!
What we need for this "ranged items idea" is a good idea of a challenge (i.e. monster's strength) for a level 100 player and a worthy reward, i.e. the stats of the respective item (mind that it shouldn't be entirely over powered either, as there needs to be room left for ever more powerful items for even higher levels).

An example - The Ring of greater Shadow:
Attack chance: +40%
Attack damage: +9-14
Critical hits: +15
block chance: +12
Regeneration: +2 per round

To be harvested from monsters with some nasty condition effects, with HP-values ranging between 300-500 and serious damage potential at a drop rate of 0,1% or even lower.
The idea is to make this a challenge for high level characters as well as a challenge of your patience (just like the other legendary items) and provide long term motivation to the game, which I think is the core idea simply in order to provide players with something worth playing for until the next update.

Now if you combine this with a game incorporated highscore board where every single player (or at least the top 10.000) is listed and where these items grant an extra credit on your position on the list, you end up with a serious improvement of playing motivation and this in turn is what we all want for the game: an ever increasing number of players. And why do we want more players? Well simply because the more players AT can find, the higher Oskar's motivation will be to further develop the game. And this is certainly something we all really want, don't we?!!
Level: 100|Exp:18063694|Gold:699883|AP:12/3|HP:396|AC:336%|AD: 56-69|BC:133%|DR:4
Skills: WA:2|HH:2|CS:2|QL:2|CE:2|IF:5|CL:2|EV:1|Reg:1|OhSp:2|Sh:1|FS-W&S:2|Spec-W&S:1
Items: RoLS:1|ElyR:0|RoL:1|ChaR:1|GoLF:1|ShaF:1|SRoV:1|VSH:1|WMC:0|GoW:0

1st RoLS at: 2916 Trainers and 2731 Masters
1st RoL at: 5843 imps
My shiny new website: http://www.lifendive.com
last updated: 01-23-2014 16:59 CET
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sorrow
Posts: 1898
Joined: Sun Apr 21, 2013 2:32 pm
android_version: 2.3 - Gingerbread
Location: the land of the devil dogs

Re: Legendary items for different level ranges

Post by sorrow »

I like the idea of epic item and odds of getting them lower then the odds of legendary items.

If I understand you right that's what you want to add to the game?

Sorrow
Lvl:80 XP:9214038 Gold:1mil Hp:243 AC:301 Ad:28-49 Ch:21 Cm:2.0 Ecc:15 BC:148 Dr:3

skills:
WA:2. HH:2. CS:2. TH:2 QL:2 IF:2 REG:2 MF:5 DBS:1 2HSP:1 LAP:2 HAP:1 SREG:1
L/E
CHAR:1 ROLS:1 ELYR:1 GOLF:1 SHAF: 1
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Link
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Joined: Fri Sep 20, 2013 11:25 pm
android_version: 2.3 - Gingerbread

Re: Legendary items for different level ranges

Post by Link »

Eeeerrmm, not exactly.

The idea of relatively more widely available rare/epic items has already been suggested here: http://andorstrail.com/viewtopic.php?f=4&t=4081 an idea btw that I really like. However, I still mean legendary items that are still extremely hard to obtain only from certain monsters in special areas with a very low drop rate, just like the other legendary items. However, there is one major obstacle: You are only allowed/able to hunt them, when you have reached a certain level already.
Level: 100|Exp:18063694|Gold:699883|AP:12/3|HP:396|AC:336%|AD: 56-69|BC:133%|DR:4
Skills: WA:2|HH:2|CS:2|QL:2|CE:2|IF:5|CL:2|EV:1|Reg:1|OhSp:2|Sh:1|FS-W&S:2|Spec-W&S:1
Items: RoLS:1|ElyR:0|RoL:1|ChaR:1|GoLF:1|ShaF:1|SRoV:1|VSH:1|WMC:0|GoW:0

1st RoLS at: 2916 Trainers and 2731 Masters
1st RoL at: 5843 imps
My shiny new website: http://www.lifendive.com
last updated: 01-23-2014 16:59 CET
Pyrizzle
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Re: Legendary items for different level ranges

Post by Pyrizzle »

Interesting idea and it would make great use of the "Key type areas" concept that Zukero posted.

At this time there are no NPCs that block you from entering an area just because of your level.

This wouldn't be hard to accomplish.

We could post an NPC or guardian (Spell, ghost, etc) who will say:
"Only the strongest of adventurers are permitted to step foot upon these hallow grounds"
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Player Name:Pyro
Lvl:24XP:244KAP:2/10HP:80AC: 189%AD:13-21CHS:-6CM: 0BC: 20%DR:2
IF:2Reg:2FSDW:1

May Elythara bless you and light your path!

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