innociv innociv

NO COMBINE RECIPES - This instead! (PICTURES OMG) - Also, reduce clutter!

NO COMBINE RECIPES - This instead! (PICTURES OMG) - Also, reduce clutter!

How many words do I need to have this in Demigod, and it not have any silly recipes?

Picture = thousand words.

 

  1. You click on the blacksmith menu. You inventory comes up like at the shops.  You drag the item you want to upgrade to the first slot, which would show what you have upgraded and what you can upgrade.  In this case..  Strengthening Boots at "level 1".
  2. Color codes for common values to make comparisons easy.
    These numbers would change to reflect upgrades. (so it'd go from +15% to +25% to +40% increased attack speed with both attack speed upgrades.)
  3. Upgrades you can do are in gold with a glowing line leading to them.
  4. Upgrades you can't do are redded out.
  5. When you roll over it'd show the bonus for the upgrade and it's cost.  Or it could just always show them sort of like how I have it..
  6. The paths show the prerequisites for the upgrade.
  7. HOLY SHIT AWESOME.

 

There should be a max of like "3 points" or whatever to use for upgrades, PER ITEM.  So.. you can only reach 1 of the final paths.  At least that's what I think.. otherwise the prices would need to go up after each point you spend, or something..

 

If an item has more than 2 stats then the different ones would be grouped together in either path.
If an item only has 1 stat then one path would upgrade that, the other would add a new one.(or just all items should have a minimum of 2 stats.)

 

Another good point about this is that it'd reduce clutter in the shop. About 40% or so of the items in the shop are basically slight variation sof each other, or upgrades of each other.  It would stream line things a lot. =]   More accesibility = great.

 

 

Rolling over Items would bring up something like this:

  1. The up arrows and number shows which upgrade path each stat is on(if there was 3 stats, then 1 of them would be by ^1, the 2 others would have ^2 by them.).
    In this way you can tell which stats get upgraded by each branch BEFORE you by them.
    I think after using the blacksmith once this would become very very simple.  New players migth ask "what's the arrow by stats for?" to have people say "put it in blacksmith/upgrade thing" and it becomes easily understandable, at least I think!
  2. The Upgrade path # at the bottom shows what extra stats the item gets depending on what path you take. 
    #1 would be doing both lvls up upgrade1.
    #2 would be doing 1 lvl of each.
    #3 would be doing both lvls up upgrade2.
    I think this is also instantly understandable once you use the upgrading for the first time.
  3. I moved the $ amount by the name to condense it some.
327,152 views 125 replies
Reply #101 Top

Something like this would be pretty good, bit of work to sort the items and balance out - but that is the same with adding new items anyway.

 

I like the paths as opposed to the annoying DOTA recipe system.

Reply #102 Top

That's a really awesome idea. PLEASE, Brad. NO item-merging. EVER! How can a pair of knives, some boots and a mask ever become a flaming axe?

Reply #103 Top

This is certainly beginning to look better than the current way items are done.  Most of them are pretty junky or repetitive.

Reply #104 Top

haha, no one's posted in here for half a year! This is a good idea though, and needed a bump.

Reply #105 Top

Quoting ZephyrTR, reply 3
This is certainly beginning to look better than the current way items are done.  Most of them are pretty junky or repetitive.

Yes there are many redundant items.

Like You could have 2 armor items with upgrades do more than replace the current 9(?) armors.

Like the +400 hp +5hps armor could be upgraded to be either like nimoth or helburg of life, then nimoth could be upgraded to be like godplate, or helburg like something else.

 

It would actually make balancing easier because of the requirements to get bigger better things.

If this was implemented they'd be doing away with many of the equipments.  Adding upgrades to the current number of items wouldn't be balanced right and would be too many.

Reply #107 Top

Quoting Ultroman, reply 2
That's a really awesome idea. PLEASE, Brad. NO item-merging. EVER! How can a pair of knives, some boots and a mask ever become a flaming axe?

 

MacGyver would show you how!

Reply #108 Top

Also changing the in game currency from gold to dollars would be an enormous improvement.

Quoting Ultroman, reply 2
That's a really awesome idea. PLEASE, Brad. NO item-merging. EVER! How can a pair of knives, some boots and a mask ever become a flaming axe?

Maybe it has something to do with the way my Demigod can wear 5 pairs of shoes?

Reply #110 Top

Unless those boots are size 50000....or just some "one size fits most" he might be able to fit his fat feet into some flip flops...teehee :grin: :cylon:

Reply #111 Top

Soo this is the first thread to reach 100+ replies in the ideas forum.  That means it gets added, yes? ;)

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Reply #113 Top

Quoting scyldSCHEFING, reply 8
Also changing the in game currency from gold to dollars would be an enormous improvement.

Why dollars? These guys are fighting from all over the universe aren't they? or at least from many worlds in some quadrant of the universe. We have plenty of different currencies on just our planet. If anything, I think it should be changed to a made up currency, rather than to dollars. I don't see the problem with gold though.

EDIT: *ahem* I just noticed that the pictures in the OP have dollar signs. Oops! :-P

Reply #114 Top

Very sorry, dude, but in this day and age I'd much rather have gold coins than $, £, DKK, Zlothy or whatever currency.

It's GOLD!

Reply #115 Top

Hmmm, very nice idea. Would definitely solve the repetitiveness of some items and make space for some new unique items, like one that gives you invisibility, for a short time, or something else besides the generic dmg/mana/hp/speed/arm type items, that plagues the game right now. I hate to make this comparison, but DOTA had far more interesting items than Demigod.

Reply #116 Top

I'd much prefer an activatable item that gives invisibility than an invisibility demigod.  Yes

Though, of course would need to expand on the anti-invis items.

And you're right, more unique abilities and stats besides spreadsheet stuff are needed.  Weren't my suggestions more unique though?  Like a chance to double-hit, (like double damage, but 2x chance to proc things too), and the increasing %chance effects.

 

Also on the $ thing.. I think it might of been like that in Beta?  Or I was lazy..

Reply #117 Top

This is an excellent idea.

Reply #118 Top

Holy shit this thread is old.  As mentioned, throughout the thread, excellent idea and far better than the current system.  It would reduce item redundancy and add to the amount of thought needed for gear loadouts.

Reply #119 Top

As many others have said, it's an excellent idea! Especially because these items would be available from your base and always on you to upgrade, it would save the time and hassle of returning, and give a losing team a fighting chance because they could upgade their weapons (as opposed to now when they have artifacts and you don't so you lose, or have 50,000 gold saved up by the time you retake the artifact shop.)

I'm in the "100 replies, therefore it has to be implemented" crowd.

Reply #120 Top

I was just replying to a thread where somone commented on dota recipies and I remembered this one.  Good to see it resurface again since its such a fantastic idea that would surely bring lots of replay to the game and hopefully quell those dota fanatics that miss their beloved combine recipes.  I love dota myself but this would surely be a better implementation in my opinion.

Reply #121 Top

I FUCKING LIKE THIS IDEA

 

IT'S UNIQUE AND IT'S SIMPLIER THAN DOTA RECIPES (not that I don,t like them I am a Dota old-timer, but recipes just don,t fit demigod's style.)

 

FUCK YES FUND IT

Reply #122 Top

I think this is a really really great idea. Early game its all about grabbing your stuff and running out on the field to set up or cap that first flag. Well this way it'd be a good bit easier to grab that cheap common item and go. Then while you are out on the field and have some downtime, which happens plenty, you could look through your upgrade paths so that the next time you returned to base to upgrade you'd know what to get really fast.

This would also allow for many more items to be created and/or modded in.

I think artifacts could still be upgradable but they start out differently. They still start expensive but not as expensive as they are now. But they would give you the special ability first and then upgrade with some of the mundane stats. Example, Cloak of Invisibility...allows you to cloak for 5 seconds...further upgrades might give slight mana boosts and perhaps dodge %.

I contrast to normal items which start off with the basic +armor and +HP style of upgrades and then end in the final upgrade giving it either a powerful stat or new ability.

 

I hope someone with some sort of power reads this topic.

Reply #123 Top

This post is rather interesting if i say so myself.

Innociv has a good system going here, for myself the system is to basic. I am after all a genius, but thats aside from the point. No innociv, you have a good thing going here that will help hundreds (maybe thousands) of people. Just stick with it kid

 

Oh yea k1