View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0009408 | Valley 1 | Suggestion - Enchant Ideas | Aug 30, 2012 7:04 am | Aug 31, 2012 5:05 pm | |
Reporter | Pyrrhic | Assigned To | |||
Status | considering | Resolution | open | ||
Product Version | 1.206 | ||||
Summary | 0009408: Spirit Enchants (Per-Character Stacked Bonus Idea) | ||||
Description | (Idea inspired by looking over the discussion at http://www.arcengames.com/forums/index.php/topic,9535.0.html , this idea is meant to give characters that have endured for a while some special value (also making their deaths more significant).) "Spirit Enchants" Occupy a new slot, and cannot be unequipped. Whether by choice or randomly decided at character creation, a character is given a certain Spirit Enchant when or soon after they're created. They initially have no effect, but increase in levels as the player does certain things - depending on which Spirit Enchant they have. Example: 'Spirit of Jumping': levels by jumping. Have jumped 0 times: no effect. After jumping 20 times: Jump power increased 25% After jumping 200 times: Jump power increased another 25% After jumping 2000 times: Get a free extra jump. There can be a 'Spirit of X' enchant for all sorts of routine things a player does (Spirit of Attack, levels by killing enemies; Spirit of Health, collecting health shards; etc). By tying Spirit Enchants to routine actions, a player should be able to do pretty much whatever they want, and eventually raise its level. Thematically speaking, I think it feels better if the rewards themselves are related to the kind of Spirit. Spirit of Jumping gives jump/mobility related rewards; Spirit of Attack gives attack/haste related rewards; etc. --- Final Thoughts: * There's only so many routine things players do. So if more Spirit Enchant options are desired, then it may be necessary to have them start relating to things that players may not do all the time. There might be one for killing minibosses, or for completing missions. *To balance the power of Spirit Enchants: on creation, a character's regular enchants will only trigger their topmost effect. As the Spirit Enchant levels, so too do the number of effects that their regular enchants are allowed to activate. Thus, the boost of characters gaining Spirit Enchants is balanced by all of their regular enchants being nerfed, until they've fully leveled their Spirit Enchant. This also makes a freshly created character clearly weaker (though not prohibitively so) than an experienced, Maxed-Spirit one. * Give characters titles related to their Spirit Enchant, home settlement, and past history. EG: "Aldaroos Sine, 10th Windwalker of Stormy Mountain Settlement", where Windwalker is the title given to those who max out Spirit of Jumping. This ties the character to past characters (there have been 9 windwalkers before them), gives them pride in achieving this highest title, and identifies them with their settlement. Thus, what was once a disposable character becomes one who has all of these emotional ties. (The only question is, where would this title be displayed? On their gravestone, surely. But is there some way the player could see it on a character while they were still alive?) Thoughts, criticism, different ideas, etc are welcome. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
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Come to think of it, there could be some overlap in "what makes your spirit enchant level"; there could be 2 or more of them that level by killing enemies, but which provide different kinds of bonuses (one boosting attack and the other boosting haste rating, say). If the different requirements seem annoying/complicated, they could even all be made the same: all Spirit Enchants could level up by (say) collecting shards, no matter what kind of bonus they provided. |