Enchant system and item rarity
There's been lots of feedback about this, so thanks a lot, everyone - it is really helpful to have such a dedicated Founding Team. Let's see where we are at and where are we headed about making items and gearing a lot more interesting.
First of all, sorry guys - we accidentally included a bug in the latest update that disabled the weighed drop rates on purples. What this means is that every basic value (attack power, damage, etc.) and enchant has a possible minimum/maximum value, and a purple item should only receive a value from the top 50% of this range. This has been fixed already, but it was a hindrance in the early days following the update.
Regardless of this bug, the remarks made were correct, as green items have a very high acquisition pool, meaning they receive far better values than the purples at the moment. This is why we will do the following:
- The Shopkeeper: Currently the shop inventory is rerolled with every session, this is not indended. Inventory will change every once in a while, but not as often as it does now. Also, there will be special vendors throughout the Open World, where players will be able to buy some rare stuff. This will limit the green items' acquisition pool (how likely it is for a player to get one) and buff the purple items'.
- Weighing enchants: At the moment some enchants are very imbalanced, we will have multiple rounds of balance coming in future updates, reducing worthless enchants to the possible minimum.
- We are planning an option to highlight a primary enchant slot: Greens won't have a guaranteed primary slot, but purples can have 1 or 2, and relics will have 2 or 3. Basic slots will remain the same, accepting any enchant as usual, but the primary slots can only receive enchants from a filtered pool that contains top-tier enchants. We will implement this only when the pool of available enchants reaches 70-80% of the final planned amount - and we are pretty close to this milestone :)
- Chained enchants: Now this was a good idea, and we will take a look at the possibility, definitely.
- Chained enchants would mean this: We roll an enchant to the primary slot, and we check if it's a member of an enchant chain. If yes, then the next enchant won't be fully random but the member of the enchant chain with a 70-80% chance. Same goes for the 3rd enchant, with 30-60% chance. There will be 3-5 such enchants in a chain, promoting build-specific gearing.
- Of course, we have to be careful not to make these super OP, and also be aware to limit items to certain builds fully. We want to avoid items forcing players to use a certain build at all costs. There were examples in the past where the overformalized logic has lead game designers to figure out what builds are playable with those items and then only support those items throughout the game's lifetime.
- Relic items will receive additional unique aspects, we will swap and mix skills on certain items (relic combo weapons for example), and we will introduce the small, unlockable bonus enchants on these items. These will be +2 weaker, but special enchant slots on these items.
Once again, thanks for your feedback guys, development is a lot easier with such a dedicated squad.
The NeocoreGames Team