#Visual progression of common items.

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vast gust
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I suggested this idea months ago, when patch 2.0 was only on paper. I admitted, that the visual randomness of items just dont make any sense. You have a Tier D iron helmet and then switch it to more powerful Tier B cloth cap. Elias told me, that they created many items, but decided to quit this idea due to enormous hard work laying on art designers shoulders. Instead they just mixed the already created items to make more diversiful item system. Back then i just didnt know the situation, but now, after little research, i found out, that this goal actually can be achieved. What im talking about:

  1. Tier based visuals.
    Instead of totally random items, present item system allows to tie every common item to different tier. Leather cap to Tier D, Iron helmet to Tier C etc. For now game already have the 1\4 of all item visuals and all the base Armor, Helmets, Gloves, Boots, Belts etc. All the missing stuff - is weapons. There is about 80 positions of them.

I know ,that all the visual stuff is being made by Mika, as i know that he is drowning in work. So i think, that this idea shouldnt be realised like the sub-skills system - at once. Instead it would be fine to implement for about 4-5 items per season. And someday it will be done. And no, im not talking about animating the charcters and their visual design. Its only about items in inventory.

Why its important? Visual progression of items is an ARPG trend, that was started by Diablo. And since then to this days every ARPG trying to use that feature. Because its really QoL, when you can understand the level\tier of the item only by looking at its art. Especially, when every common item is being tied to it level\tier instead of totally random generation, where you cant define, what item is more valuable without checking its stats. Plus its just enjoyable to watch, when your gear is evolving instead of just switching and raising stats.

As an example i made a simpe drawing of all what i`m talking about.