damijin
(Still a Working Title)Design DocumentOverview:Ausen is a persistent online RPG that targets players who enjoy exploring and socializing. The world is comprised of zones which are connected to each other from a map. Players can explore areas, level up, get loot, and fight against each other for status in the arena.The World:Zones: Zones are the area that you are currently in. The game's background art and which encounters you run into are determined by which zone you are currently in. Although many players can be in the same zone, you will not see them as you explore the zone unless they are members of your party, or the zone is a PvP room (arena, territory wars) where you may encounter enemy players in the zone as enemies (though at launch, these "players" will be NPCs with the statistics and appearance of players, not actual synchronized PvP).Traveling: Players are able to travel from their current zone to any adjacent zones that are connected. Traveling is performed by opening the map and clicking on one of the zones that are connected to your current zone (they will be highlighted, while zones that you cannot travel to from your current position will not). Once a player has chosen to travel to a zone, a travel progress bar will appear on screen. It will fill up based on your character's speed. While the bar is filling up, players may still encounter enemies in their current zone. If a player enters combat while traveling, their travel progress will pause until after the battle has been won and the character can continue on his journey.Dungeons: Dungeons are special rooms where the player must pass through a sequence of encounters to gain access to the next room in the dungeon. For instance, when you enter the first room of a dungeon, the next room deeper in will be locked and unable to be traveled to until after you have defeated the first room's miniboss. If the player leaves the dungeon at any time for any reason, they will be sent back to the first room and need to re-complete the tasks to proceed.Encounters:Combat: When you arrive in a room, your character will walk from left to right. The background will scroll along with his walking and will be designed to loop continuously. This provides an illusion that the player is walking around the area he is in, looking for monsters or other encounters. Every so often, the player will run into an enemy (speed stat can modify how quickly the player finds an enemy). Once the player has found an enemy, the character will stop walking and the background will stop scrolling. The player will begin auto attacking the enemy, and may use items to help them win. Once the enemy dies, the player will resume walking through the area.Non-Combat EncountersTreasure Chests: Occasionally players will encounter a treasure chest. The chest will open and give something to the player. There are no exploding or monster chests, because I feel like finding a treasure chest only to have it explode on you is some gay shit. Treasure chests are good! Lets make them a happy thing to run into.Quest NPCs: Players may run into quest NPCs at random in field areas, or at specific times in dungeons. These NPCs will offer a quest to the player. The player must manually choose to accept the quest, and by default the game will decline. This is for two reasons: 1) To provide more incentive for not going 100% afk, and 2) Sometimes you just don't want a quest that gives a reward that you aren't interested in.Player Characters:Character Advancement: As players earn XP from quests or combat, they level up. Each time they level up, their character grows in strength and earns a skill point. Skill points can be used to learn special skills that make your character stronger.Skills: Skills can be active or passive, and are unlocked by using skill points that are earned when you level up. All active skills require reagents to use, which are purchased from merchants in town. Passive skills are on all the time and require no reagents.Skill Trees: Each race has 2 separate skill trees which establish different archetypes and character styles. Players may focus entirely on one tree, or split their points between both trees and be a hybrid.Base Statistics: Power, Speed, Vitality, Perception, Luck.Secondary Statistics: Hit Points, Critical Rate, Defense, Resist (possibly not in at launch, determines land rate of debuffs and DoTs on you -- might either not exist, or not be fleshed out at launch -- we need to talk about it.)Power: Power is combined with each weapon's unique power rating to determine the damage output of the player.Damage = ((Power + Weapon Power)*Skill Power) - Enemy Defense Rating80 Damage = ((50 Power + 40 Weapon Power)*2 Skill Multiplier) - 100 Enemy Defense Rating [NOTE: These stats may be similar to the stats of a level 25 player, who would have between 500 and 700 HP.]Speed: Used to determine your initiative in combat.Vitality: Determines maximum hit points.Hit Points = Vitality*10Perception: Determines critical rate.Critical Rate = 5% + (Perception/3). Highest effective perception is 60 points which would be 25% crit rate.Luck: Adds small bonuses to almost every dice roll in the game related to your character, but there may be a few exceptions for particularly special dice roll systems -- such as equipment enchanting success rates.Hypothetical: +.05% additional chance of success per point of luck. 50 luck would be +2.5% success rate.<Greg>I'm assuming that all attributes, including secondary ones are computed by the server, and all the client do is query the server for updates?</Greg><Mike>That is correct assumption Mr. Soedharmo.</Mike>Quest Log: A list of your completed quests and achievements, so that you can see what your character has done.Items and Equipment:Items: Items are the only thing players may use in battle that are triggered manually by the player. In this game, many things that might otherwise be a skill in other games would be used as an item (sometimes a class-specific item). Item usage will be necessary to effectively win PvE boss battles or PvP. Items can help the player grind faster on regular "field mobs" (monsters in open field grinding areas), but the cost of buying the items may mean that the player has to weigh the pros and cons of spending money for consumables that help them kill and level faster, or saving up for stronger permanent equipment.Armor Equipment: Helmet, Armor (chest and legs -- 1 piece), Gloves, Boots, Shoulder. Five slots total.Jewelry: Pendant (necklace), Left Ring, Right Ring. 3 Slots total.Weapons: Main Hand, Off-Hand. 2 slots total, but 2-handed weapons require both slots. Only certain classes can use the offhand for dual wielding or holding a shield.<Greg>Please make sure that we're 100% sure about these equipment slots, as the graphics assets do not reflect this.</Greg><Mike>Equipment slots corrected.</Mike>Town Stuff:Arena: Players may go to the arena in town to engage in 1v1 duels. Duels are matched up based on the levels of the players. Players are able to save up to 24 arena battle tokens. They get 6 per day (1 every 4 hours). They can be used whenever the player wants, but they'll only be able to save up 24 total (after that, new tokens are not added to their inventory until they use one).Auction House: Auction house allows players to buy and sell items to each other. Auctions are blind, meaning you can see what you are buying and how much you are paying for it -- but you do not see the name of the person who is selling it. This prevents players from transferring money from farming accounts to main accounts.Crafting: To be determined.Trading: Players may not trade items, they can only be sold on the Auction House. Players are, however, able to gift money to other players. Gifting has caps, to prevent farming and illicit currency sales. The amount of money players can send or receive per month is determined by the player's level. For instance, a level 1 player may only be able to send out 100 gold to other players per month, and only able to receive 200 gold. A level 25 might be able to send out 50,000 gold and receive 100,000 gold. When you level up, your trade cap is raised. The new total that you can send or receive will automatically be your new maximum to receive, but any money you have sent or received would still be kept track of until the next month. So if you've sent 50 gold this month, and just leveled from 1 to 2, your new max sending cap will be raised from 100 to 200. However, you've already sent 50 gold, so you can only send 150 more this month.<Greg>I'm not sure that gifting money, even with a cap, is a good idea. Someone might have the patience to gift money bit by bit to amass quite a lot of money.</Greg><Mike>You may be right, we'll have to ask everyone how they feel on that.</Mike>Registration Process and Guest Play:(Most of these can be implemented post-release if necessary, and would generally be used to establish better communication with our players through e-mail, and to direct our players toward place where we have seen the most income. If we find that Kongregate players are paying $0.15 per player per week on average, and that players on our home page are paying $0.08 per player per week on average. We may, in that case, want to try and encourage users to play the game on Kongregate because it may show that players on Kongregate are more comfortable entering their credit card information than players on our home page. In order to do this, we would need to allow accounts created on Kongregate to accessed elsewhere, and vice versa -- even though Kongregate-created accounts would not follow the same registration process as accounts outside of Kongregate in order to lower the barrier of entry on Kongregate, which will make them inherently different.)Registered Users On Kongregate: On Kongregate, registered Kongregate users will automatically have an account created for them with a hashed temporary password based on their account name when they log in for the first time. Once they are in the game, although the progress will be saved and their account will be available on Kongregate, they will be incentivized to set a personal password for their character. The game will offer the player 100 gold to set up a password and submit their email. The email will strictly be for password recovery, and there will be a checkbox if you want to get updates from us about the game emailed to you. Some of these updates may contain special offers redeemable in game (coupon codes) that will make the newsletter valuable and more popular, which will give is stronger ability to reach our players directly -- but we will not trick users into signing up for it.Once the player has set a password for their Kongregate-based game account, they will have two options regarding the log-in screen. The first option will be "Quick Login" where the player is automatically logged in every time they open the game on this Kongregate account. The second option will be "Secure Login", where they will be prompted for a password every time the game is opened. This is ideal for shared Kong accounts (siblings or badge-sharing), and ideal for extra security. If the player chooses "Secure Login" and later wishes to switch to "Quick Login" they will be prompted for their password before the switch can be made.If the player does not set up a password, they will still have all their information saved -- but they'll constantly have that message about free gold looming on their screen, which should make it fairly uncommon to decline setting a password for players who play the game regularly. The primary benefit to us as operators is that this will cut down on unautherized account access (item theft), and the accounts the players set up will now be accessible off of Kongregate in case Kong ever goes down for maintenance or crashes, or if we just want to get in the habit of migrating users from Kongregate to our personal destination site for our own benefit.Guests On Kongregate: Guests on Kongregate will have the most barriers of any users attempting to make an account in the game. This is because we will need to prompt them with Kongregate registration, and then after that, ask them for a game password and their email (again) since the Kongregate registration is actually just pulling up Kong's registration page instead of actually being a form that we can customize and pull data from. If we could pull data from the Kongregate registration we could add an extra field for their game password, and take their email from that form. Instead, we will need to incentivize creating a Kongregate account (possibly offering gold that is otherwise automatically given to registered Kong users as well as the ability to save your character), and then once they have signed up for Kong, loom the second incentive gold gift for securing their account with a password.Guests Outside Kongregate: When you open the game outside Kongregate, you will be given two options. "[Play as Guest]" or "[Log In]". There will also be a register option available on the title screen so that you can register before you have created a character. If you choose to play as a guest, the game will constantly remind you that your progress is not being saved, and it will offer the same incentives as on Kongregate to convince guests to register and save their progress. The primary difference is that outside of Kongregate, registration and setting your password will be a part of the same single form, since you need passwords for every account outside of Kongregate. Once the player has registered, we can save their account name in a flash shared object on their PC, and automatically bring up their account name(s) in a list when they open the game -- much like the list of screen names you have when you open AIM on your computer (representing every name that has been logged in from your PC). Their password, however, will never be saved for quick log-in due to the security risk.What if I make an account off of Kongregate, but then want to access it while I am on my Kongregate account?: This is something that may come up if Kongregate adds badges. Some players who otherwise didnt have Kong accounts, may go to Kongregate and create an account and want to play there. But what about the problem of Kongregate automatically logging them in to a new account while on Kongregate? What we COULD do, perhaps this won't be necessary at launch, but the potential solution to this is to offer an option on the Kongregate version that allows players to log in to a separate account that they own. By default, each time you open the game, it would still log in to the account that was created when you first connected from a Kongregate account. However, they would have a checkbox that allows them to set a different account as the default account for this Kongregate profile -- after which point, that account would be logged into by default. This may not be a necessary feature at launch, but is something we may need to add down the road based on community dem
damijin
User InterfaceBased on this original mockup from An: http://1manstudio.net/genesis/forum/index....=post&id=29The client will be 720px by 540px. An has assured me this is enough room for him to do what he wants, and that this is a fairly standard shape and size that he is most comfortable working with.An and I had talked about the hotbar a good bit in terms of whether or not consumable items and skills should be separate hotbars or if players could set their skills and items on a single bar, and if so, how many slots would that bar have?In the current mockup, theres room for 7. We could squeeze more in if we made them smaller, but they're already pretty small. So 7 seems to be about the maximum width.I had an idea where we could make 13 buttons for the hotbar. In many games, the player is able to assign 2 or 3 or even more hotbars that sit on top of each other. Sometimes the bottom most bar is controlled by the regular number row for hotkeys and bars above it may be triggered with alt+number, ctrl+number, or the function key row. We do not have the space nor the need for that many slots. However -- since we want to put skills and consumable items into the same general area, I don't think 7 slots will be quite enough.Instead, I've come up with a way to double the number of slots.Our hotbar will consist of 2 rows of icons.The player is able to choose which row is his "focus". The focused bar is the one that responds to regular number keys (the unfocused bar may respond to Alt + Number or Ctrl + Number, or might only be clickable). The player is able to choose which bar is focused by either clicking a swap button icon on the right side of the 2 bars, or by using their mousewheel. If you move the wheel up, you get the top bar as focus. If you move the wheel down, you get the bottom bar. The system is limited to 2 rows because if we had more, you would run into an issue of wanting to scroll to your next bar, but you accidentally scroll too far up, and then you need to scroll just one notch down, but you might go too far and go 2 by accident, and it's just a pain in the ass to flip through a list of bars like that.So in our game, these 2 rows should be basically considered a single hotbar. The top row of the hotbar is row A, the bottom is row B. Technically we can also still allow players to make more than one hotbar that they can create for their character, with each single bar consisting of 2 rows (click a tab button up or down to select your other hotbars like in most MMOs, except each hotbar in our game consists of 2 rows instead of 1). I know a lot of people (especially healers and such) tend to have multiple hotbars in MMOs. One that's designed to make healing and support easier, and one that they use when they're out soloing and dont need to heal other people.But anyhow, sticking to our 2 row hotbar, this is a mockup of the basic structure of it:One part of this diagram will be new to everyone. The hotkey bound to the number 1. This hotkey is the regular auto-attack key. When a character is in combat, this key is automatically queued for every attack. You can see that a key is queued to be your next attack because it will shine or glow up until you execute that attack on your turn.Every single combat round defaults to this key. If you do not click on any other hotkeys, it will simply auto attack and do nothing else. However, if you click a different hotkey before your character's next attack, that key will become your queued attack. The number 1 will stop shining or glowing, and whatever key you hit or clicked will shine or glow to show that it is queued for your next strike. You can change your mind about which skill or item you want to use for your next attack by just clicking or pressing any hotkey before your character makes his next attack. If you want to revert back to a normal auto-attack, you can either click the first hotkey, press #1 (it's always the auto attack key no matter if row A or B is focused).So what makes our game's auto attack so special that it has taken over one of the most important hotkeys and can't be moved? Since our game does not have normal mana, auto attack is the one thing that you are guaranteed to be able to use no matter what. It will always work. Skills and consumables may stop working when you run out of the consumable or reagents for the skill. Since auto-attack will always work and it selects itself by default, the player can leave their keyboard even during combat as long as they know that they dont need to use any skills or items to win. They can simply let the character chop away with no intervention. This is the idle grinding concept we based our money earning around.When the player switches focus between Row A and Row B, the animation could go a few different ways. We could physically swap them, so that the focused row is always on the bottom (and larger). But I'm a bit worried that it may be too easy to forget which row you're currently focused on since our skills won't look as dramatically different as my blue and red circles. So Im afraid that with the focused row being always moved to the bottom, you would have a lot of people accidentally mouse wheeling at some point, and without realizing they had switched, they use a skill -- but its not the skill they meant to use because its on the wrong bar.Instead, I would suggest always keeping Row A on the to and Row B on the bottom. When the player switches focus from Row A to Row B, the icons on Row A would shrink by 75%, and the smaller icons down in B would grow to the size that the Row A icons used to be. While these shrinking and growing tweens are happening -- the #1 hotkey (auto attack) will shift from being aligned with the Row A to down at Row B. So you have shrinking, growing, and one icon shifting up or down to line up with the newly focused row. This should look pretty slick as an animation, and it makes it much easier to simply glance at your bar and see which row is currently at full size than it would be to look at your row and have to see which specific icons are currently on your bottom row.The final product would be a unique hotbar that is just as easy to use as any normal MMO hotbar. It allows players quick access to both rows with hotkeys, and every icon (including the small unfocused ones) can be clicked with the mouse for players who are more comfortable doing things that
damijin
/coloroCombat System Definedcolorc/colorcOkay, this post is all about the intricacies of our combat system which I believe we have finally come to our final design of. We now know exactly how combat should function in all circumstances.Combat occurs within an area called a battlefield. To the player, this battlefield will look exactly like the area they were just exploring in, and it will not have any black-out or wipe transition before the battle (a la Pokemon or other turn based RPGs). It should look like you're fighting exactly where you stumbled into the enemy.Server Mechanics:On the server, when a combat has just begun, the server must first determine who is going to go first. Each player will have an initiative stat that determines fighting order. The stat is based both on your speed and the speed of the last skill or attack you did.Since this is the first round of the fight, the initiative is based purely on your speed stat. Faster speed characters go first.Initiative is displayed in a queue ordered from lowest to highest, with the lowest number in the combat being the next person to attack. All combatants will be listed in the queue, but the next person to attack will have their name in bold or something or inside a small box that says "Next Attacker" to help clarify how the queue works to new players.Example Combat:Damijin and Arkatufus are dueling in the arena. Damijin is an Imp Assassin, Arkatufus is a Stone Troll warrior. Damijin's speed stat is 45 and Arkatufus is 30.Side Note!:When the combat has just started, a queue list on the UI somewhere will show that Damijin's opening initiative is 15 and Arkatufus is 30. The algorithm I'm currently using is that default init is 30. If you have a speed above 30, like 45 -- the difference in the 2 numbers will be subtracted from your initiative. If you have a speed stat below 30, the difference will be added to the top of your initiative. So in this case, Damijin's initiative is 30 minus 15. The lowest possible initiative you can have is 1. This doesn't mean that your speed caps out at 59, because skills also play a role in initiative, so having more than 60 speed could be useful still.In a situation where 2 people get the same initiative value, the one with the higher speed stat will go first. If they both have the same speed stat, we'll probably pick one at random. Since players wont know their opponents speed, they probably wont know whether they were just faster than them, or if it was random -- and it shouldnt really matter. So, back to our fight between Damijin and Arkatufus.Our queue before anyone has had a turn looks like this:Damijin - 15Arkatufus 30The server is now ready to do the first attack. It looks at the queue to determine who's turn is up, and then it asks the client: "What attack/skill does the player want to use?"The client's hotbar will always have one of it's keys highlighted and selected. By default, that will be a "normal attack" a fast attack with no reagent cost. The client can leave it on this key, or select any of their other skills or items that can be used in combat -- whichever is selected when the server makes its query to the client is the thing the server will try to do.If the client reports back that it is trying to use a skill that the player does not have access to or an item not in their inventory, the server will default to a regular attack and make a log note of it so that we might use that info to find potential bugs or cheaters.In our battle, Damijin has decided to do his regular attack which as an imp assassin, has an initiative rating of 10.The first thing that will happen is that the server will calculate Damijin's regular attack damage against Arkatufus. While it does that, the server will tell the client "You used a regular attack." to which client will react by queuing the attack animation. The client will also check the distance between the two characters. The client will know what range each attack can be triggered at to make it look like you really hit the enemy. If they are too far apart, the character will dash to the enemy and then use their attack animation once they have reached the proper range. In order to compensate for the slight variance in animation times (dashing across the whole field will be slightly slower and stabbing someone from point blank without having to move), the server will always use the slowest possible delay value for it's internal calculation of when your attack has been completed.So lets say Damijin and Greg are far apart from each other. On damijin's first attack here, he will have to dash for 0.3 seconds, followed by a slash that takes 0.8 seconds. A total time of 0.11 seconds. This dash was not from the furthest possible distance, which would have been 0.6 seconds to dash. So, the maximum animation time possible for this attack is 0.14 seconds. The server will use that value and will only queue the next player's attack after that time has elapsed.Now that Damijin has used his attack, his initiative is recalculated and added back to the queue. In this case, we take his original initiative of 15, and then add 10 more to it for the cost of the regular attack. His initiative is now 25.Arkatufus (and any other characters in the combat if there were any) all have their initiatives reduced by the same amount of points that Damijin had before he did his attack. So, here is the new queue list:Arkatufus: 15 (30 originally, minus 15 units of "time" that elapsed during Damijin's turn.)Damijin: 25 (15 + 10 for the value of his last attack.)Side Note!:Note that this system does not represent real world time elapsing, it is just a way to update everyone's position in the queue relative to each other without having any delays in the game, as would be the case if the queue was based on real world time cooldowns. For comparison, play Sacred Seasons which is cooldown based. Sometimes no one can attack because they are all waiting for their next attack to be ready. In our game, we cut out that waiting and skip right to the next person -- but we still have a concept of speed in battle because faster characters will be able to have better queue positions and may even attack 2 or more times during the same time that it takes their opponent to do a single strike.Now Arkatufus is the highest position in the queue, that means its time for his turn. Like with Damijin, the server asks his client what attack he wants to use, and declines the request if the attack is not something that Arkatufus really has access to. The skill Arkatufus picked to use is called "Thunder Quake", it is a skill that does very little damage, but increases the initiative of all enemies in the combat by 20 30 points as it stuns them. Thunder Quake costs 40 initiative to use, and costs many reagents. It's powerful, but not very cheap. In group fights, this skill will be effective to delay a specific enemy so that someone on your team will be able to get their attack off first.The game performs his skill, and the client displays graphics and animations for it. The server determines that the skill landed, and Damijin has been stunned for 23 time units. As a result, the queue is now updated again:Damijin: 33 (Had 25 before Ark's attack. Ark had 15 initiative when he attacked, so that amount is subtracted from Damijin's 25. However, the 23 points form the stun are added to his new rating, bringing it from 10 to 33.)Arkatufus: 70 (30 from his speed rating plus 40 from the Thunder Quake.)Now you have the picture of it, so I wont go any further. The whole system is turn based, but its different from simple turn based games where each side takes 1 attack and then the ohter side does 1 back and forth. Ours instead is based on speed statistics so that they have a value to players in combat and could even allow you to attack twice in a row ahead of someone else. This is the best way to go, because if we didnt do turn based, the game would not be able to have quite as interesting animations. For instance, if you hit me and I go flying backward but mid-flight my cooldown is done and I hit you, I would suddenly poof out of the flying animation and be attacking you now.The specific lengths of turns should be very small, and combat should appear fast and interesting to watch. My first thought is that the average skill should maybe take 1 to 2 seconds to preform, with some heavier weapon skills taking maybe a bit longer to put the emphasis on their heft and how hard it is to move t
damijin
/coloroWeapon Enchanting Systemcolorc/colorcI have always intended to implement a classic Korean game system into this game. In almost every Korean MMO, players are given the ability to enchant their weapons for extra power, but only if they accept the risk of having the weapon permanently destroyed if that enchant fails. This is a great system because of a few things.The amount of money it costs to enchant a weapon almost never makes sense in comparison to the increased power of the enchant. This means the weapons are purely luxury items and status symbols. Something that shows how rich you really are. The other thing is that if you have reached the end of the game and have the best gear in the game, you can try to enchant that to make it a bit better than everyone else who has the same gear -- giving you a slight edge over them.In Lineage 2, enchanting is done with items called "Scrolls of Enchantment", and there is no maximum cap for enchanting, but it is considered very difficult to get about +7 or +8, and in the history of the game, only a hand full of +16 items have ever been made. Enchanting to such high levels is usually done by a clan leader seeking status for himself with the clan's money -- or if the clan is already very well equipped, they will do this with extra items because they have no other use for them. The other most likely enchanters are players who buy money on eBay or currency sites. They are very expensive items to attain, and most players cannot do it without a clan's bank account or eBay money.An proposed a similar system to me last night, but I think it's a little more interesting and gives us more variety than the Lineage system.An's proposal is that monsters in our game have a pretty rare drop for each monster that is either a token or a coin of that monster. Since we already have the monster's art, it would be easy for us to create items using that art for the item icon. Each of these tokens or coins functions like an enchantment scroll, except instead of just giving extra damage to weapons or extra defense to armors, our tokens vary in what they do depending on what monster you got them from.For instance, one token might give you +1% critical chance rate. You are able to put multiple tokens on the same item, but all tokens must be of the same type. So, I could put 5 tokens of +1% crit chance rate on my item. This would give me +5%. The first enchant is guaranteed to succeed, but after that, there is a chance to fail with each additional enchant. If your enchant fails, the item and the tokens in it are destroyed. The highest possible enchant level is +10. Reaching +10 should be incredibly rare and difficult, like, we'll make it statistically a total fucking pipe dream. Its something that clan leaders should have to blow up 1,000 weapons to get one to +10. As a result, I have also asked An that we come up with some visible status symbol for these weapons so that people feel it's worthwhile to make such a huge gamble. My suggestion was that at +5 the weapon gets a blue glow effect and at +10 it gets a red one. This is stolen from Lineage where at +4, your weapon glows very light blue. The blue gets deeper and darker with each additional enchant until it gets to +16 where it suddenly becomes crazy blue red vortex of awesome that people notice immediately and go "Whoa! Thats fucking awesome."If we're going to do this system, we need something similar so that enchanting a weapon not only has a gameplay bonus, but also provides social status to anyone who faces you or parties with you.There's one part of this design that I'm open to debate on. It's the idea that every monster has it's own unique token. For bosses, its obviously appealing to give them unique and powerful tokens. This way, no matter if you have the best gear in the game or what, it will be impossible from a practical standpoint to farm the bosses enough to get all your gear hooked up with +3 or more tokens from bosses. Ideally this is content for end game players to focus on until we add more new content. They hit level cap, they have all the best gear, now they try to farm good tokens to enhance their gear and get an edge in the arena until we open up more areas so they can level again and get more gear.So bosses having unique tokens makes sense to me. Having lower level mobs all have their own unique tokens is where I am on the fence. I have two issues with it that Im not sure how they will turn out. Since the best tokens would obviously come from bosses, those will be the most expensive and rare ones out there. Lower level monster tokens would be nice to have since they're cheaper, but the problem is... since you have the chance to blow your item up no matter if you're using a shitty token or a good one, why would you ever use a shitty one? Why would you take the risk of losing your item if you're not using the best possible enchant?My fear is that the game and market would be flooded with these lower level undesirable tokens that people would use because they aren't useless -- but the problem is just that they aren't willing to blow up their gear for +25 hp per enchant when they know the boss token gives +100.So my opinion is that we may either need to limit these tokens to bosses, or we may just need to figure out a way to make sure there aren't tons of tokens floating around which are deemed useless (making the whole system look bad). We want it to feel like every time you get a token as loot, you either immediately want to try and use it, or you want to sell it, but only because the token is better for someone else's class than it is for yours (spirit buffing token wouldnt be useful for melee, so they would sell
an
For example, I would never have a +100 HP token on body armor, and another +200HP token that also goes on body armor. You can have one +100 HP token that goes on shoulder guard and one +200 that goes on armor.Another example would be like a token that +5% damage against humanoid units, and a token that +5% damage against animal. They are function similarly, but each will be useful in cer situation. Player will want to collect as many types of token as possible; so that they can perform perfectly against any kind of monsters, any kind of leveling field.