NokiMo
SIREN
SIREN

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Equipment and Infusions


Hello, Patrons!

Today I wanted to drop some info about how we're approaching equipment and gear progression. It's what we're currently programming right now, so I'd appreciate early feedback. This is something that very few RPGs get right on the first try.  

The core philosophy here is to remove the need for a “transmog system” by removing the concept of item levels. All equipable items can be upgraded and modified to match your character level and playstyle.

~ Clothing/Armor

Slots:

The only stat inherently found on clothing/armor is physical defense rating. Additional attributes are added through the Infusion system. This removes the need for a "transmog" costume system, since you'll be able to infuse/upgrade any item of clothing into something that fits your desired build. Clothing can be dropped by any humanoid enemy, or be purchased at shops.

~ Adornment

Slots:

The only stat inherently found on adornments is magic defense rating. Additional attributes are added through the Infusion system. The meshes of these items can be toggled invisible. Adornment can be dropped by any humanoid enemy, be found in chests, or received as quest rewards.

~ Artifacts

Artifacts are unique items possessing passive abilities/modifiers that can greatly alter/define your playstyle. [Example: the Obsidian Pearl Pendant automatically surges you (free of cost) to any enemy hit by your Spear Throw ability.] Artifacts can be obtained as quest rewards, dropped by bosses, and found at static locations in the open world.

~ Weapons

The only stats inherently found on weapons are flat damage and attack speed, and these stats can be upgraded as the player levels up. Additional attributes are added through the Infusion system. Weapons can be dropped by any enemy that wields them, or found in ruins.

~ Infusions

Infusions add bonuses to your stats and can be applied to all equipable items. Once slotted in, infusions may not be removed but can be overwritten by new ones. Infusions will be one of the primary ways of increasing your character’s combat effectiveness. They will either increase two stats significantly, or three stats moderately (see following example).

Example infusions:
+12 HP, +12 attack speed (total bonus = 24)

+7 HP, +7 attack speed, +7 stability (total bonus = 21)

Expert crafters (players invested in the Mind/Intellect skill tree) will have the option of modifying a stat on the infusion or adding an additional stat. Example: +5 in four stats.

Let me know what you think in the comments below! Is is too simplistic? Too complex? Do you enjoy fiddling with stats and itemization in video games, or is it something you try to avoid?

Comments

Please make it so you can change the appearance of the items in game (Think hogwarts legacy or assassins creed odyssey) also a helmet toggle for people who don't like to cover the caracter's face/ hair but do like to have the stats

Nikitatjuh

I'm not one to typically delve too far into equipment mechanics, it looks good to me, but i do occasionally like to accessorize my characters. So, I think you could definitely get away with tail jewelry for the adornment section. Like belt-style/net-style jewelry to go over any skirts/wraps (think kinda like avatar clothing but fishnets, sea shells, sea glass and gems.) You could also get away with a slot around the base of the fin, like an ankle bracelet.

Rina


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