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Item update thread

DavidBVal

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28/02/2015
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You, players, know the little details of the game better than me. Especially about some classes. I'd like to know what little adjustments here and there could improve existing itemization and filling gaps here and there.

In this thread I'd like to heard about your ideas about items missing in the game, or that you feel need to be updated. I am not asking about new ideas for items, I already have those, what I am looking for is things like: "My rogue used the same bow from level A to level B, it really felt like an upgrade was missing" or "There is no good weapon with X elemental damage for clerics around level Y", or even "The reward for quest Z is underwhelming because of these reasons" or "Item Z is useless because there is this other one you get earlier which is better".

Keep in mind however that even if you may be right about certain items, I might not make all the suggested changes. Itemization in EK does not try to be perfectly smooth and balanced, there's a dosage of deliberate chaos here and there because if you always had level-appropiate encounters and received level-appropiate rewards, there would be zero excitement in the game.
 

Anubis

New Member
Joined
30/11/2020
Messages
2
Привет.Предлогаю список того, на что я бы обратил внимание.
1.Исправьте баг у Dirk of Betrayal, вместо 2 секунд оглушения стоит 12.
2.Клерик слишком сильный относительно других классов.Обратите внимание на навык и зелье (божественное вмешательство + коньяк из дипфроста) .Игра на (железном человеке) проходится за 70 игровых дней.
3.Сделайте функцию ручного отключения способностей у напарников.
 
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Darteous

Member
Joined
18/11/2020
Messages
31
For the people that are making a super character you could make some OP items that don't really make sense to get unless you're going to play to grind way beyond beating it. Like a dagger/shortsword that you can exchange for 1000 minotaur horns that has a .5 damage/level. It'd be a nod to the anime "Is it wrong to pick up girls in dungeons". Such items would make it more amusing to play after winning and attract a bit of attention from players into different anime.
 

DavidBVal

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28/02/2015
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6,142
I did a test run with a combat focused 2-H warrior. I was surprized how early I could get Wild Thunder. It seems too strong of a weapon to get in the first few levels. Getting it at Level 5 or Level 6 is pressing it, but pretty doable. Getting it at Level 4 is totally possible.

Maybe Human Resources should have a minimal level requirement? Say, Level 10 (just after Fort Assault?).

It does seem to break the game a bit because it's so strong, so early,

consequences of pissing off the Varannari may be coming... soon.

Anyways my itemization "balance" is peculiar, I know. But in this case it's intentional. And for the most part I design stuff for players that play the game for the first or second time, which despite what may look by reading the forum or Discord is still the majority of people playing EK; first-time downloads are about the same I had 3 years ago, although with a comprehensive wiki available and every question already answered in the forums, the community has become much quieter. In sum, I keep designing stuff for new players for the most part, although with an eye put on the veterans looking for a little new excitement.

In particular about Wild Thunder: I like the idea of being able to "break" a game because of your meta-knowledge and find things you're not supposed to find yet, it's one of the most fun things happening to you in old RPGs that is extremely rare nowadays (by "nowadays" I mean the last 10-15 years). Of course there is limits to this, too big of an advantage can easily ruin the challenge.
 

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