Crafting UI Suggestion following QnA
Posted: Sun Feb 14, 2021 11:40 am
I didn't see an official thread so I'll make my own.
https://gyazo.com/f867f048ebfc1c9de5bb2755c825bbe7
A. Blacksmithing The item could be "improved", increasing the stats on the item in tiers by say 2/4/8% (arbitrary numbers). Effectively increasing every base stat, armor and resists on the the piece by that %. I'm not sure if you would want to include other stats like avoidance and crit, a small % would probably be meaningless on those stats anyways.
B. Enchanting You could add an extra stat to it, similar to a Talisman. This would go well with new stats if you guys decide to introduce them. It could be even be clever like "Movement speed/reduced effect of slows on boots", which players would love or "Strikethrough/all resists on gloves". Options.
C. You could have a "reforge" system, similar to what wow used to do. Allowing you to shrink one stat by up to 20% (arbitrary number) to increase another, allowing for better min-maxing. This option affects item budget the least but it's also kind of boring in comparison.
You could utilize these systems strictly as a gold sink, use crafting currencies, have droppable patterns, etc.
https://gyazo.com/f867f048ebfc1c9de5bb2755c825bbe7
A. Blacksmithing The item could be "improved", increasing the stats on the item in tiers by say 2/4/8% (arbitrary numbers). Effectively increasing every base stat, armor and resists on the the piece by that %. I'm not sure if you would want to include other stats like avoidance and crit, a small % would probably be meaningless on those stats anyways.
B. Enchanting You could add an extra stat to it, similar to a Talisman. This would go well with new stats if you guys decide to introduce them. It could be even be clever like "Movement speed/reduced effect of slows on boots", which players would love or "Strikethrough/all resists on gloves". Options.
C. You could have a "reforge" system, similar to what wow used to do. Allowing you to shrink one stat by up to 20% (arbitrary number) to increase another, allowing for better min-maxing. This option affects item budget the least but it's also kind of boring in comparison.
You could utilize these systems strictly as a gold sink, use crafting currencies, have droppable patterns, etc.