General item simplification

I think that the items system in Demigod at the moment is a bit of a mess.  There are lots of them spread around different shops and they each do too many different things.  Figuring out which ones would be useful at what point is tricky and time consuming and out of whack with the game's pace.  On top of all this, they have serious flavour issues: the Rook already has a hat, and it throws rocks, what use would he have for a helmet?

So, idea number one, no more going down the shops.  I've heard that the shops are already going to be merged, but I would suggest getting rid of them entirely.  They're a nuiscance to click on, dodgy with the path-finding, and Demigods visiting a shop full of glowing artifacts is a bit jarring when compared again the beautiful maps and characters.  Instead, a tab like the skills tab.  Preferably accessible during death to give something to do and to take a bit of the time pressure out of shopping.  Time pressure is bad here because shopping is not an interesting challenge, but rather a matter of finding where you're supposed to click.  Players should still have to retreat to designated areas (healing crystal?) to shop whilst alive.  If we really must have shop buildings, could they at least fit the setting?

Idea number two: fewer items, and fewer powers on each (but probably more significant).  Picking items would be a much more interesting decision if each had a clear purpose.  This could realised by keeping them to only one or two abilities and perhaps adding a bit of flavour text. The rest of the flavour text in the game is gorgeously written, so I want more.  I am in favour of an upgrade path of some sort, to allow for some fine-tuning as the game goes on.  Perhaps the second power could be reserved for upgrades?

Idea number three: a different scheme to the boots/helmet/breastplate/gloves/rings thing.  The current setup is more appropriate for games with human characters, and really has no benefit if our Demigods aren't actually going to wear the items visually.  People have suggested colour-coded runes, which I think could work. Alternatively, many games with inventories have miscellaneous non-wearable items which are still usable or give a passive boost.  So long as there is a clear connection between the item graphic and its powers, I suppose it could be anything. Overly cheesy example: skull gives life drain power.

The overall point is that items at the moment feel like they've been ripped straight out of Warcraft 3, which didn't have a particularly good system in the first place.  In other areas Demigod is a very clean game, with relatively simple choices leading to an interesting variety of tactics.  It also has a very cool art direction with a real sense of grandeur.  Shopping for items as it stands is, by contrast, fiddly and ugly and small.

(Apologies to everyone whose ideas I've nicked bits of.)

2,302 views 12 replies
Reply #1 Top

You should NOT be able to purchase from the shop while in the middle of battle.  You should have to go back to your base.

 

http://forums.demigodthegame.com/323546

 

The number of items now is fine.  About 3 per type or so.  They need upgrades, not more items like some people want.

Reply #2 Top

Upgrading items is a sucky idea.  How does it not limit your posibilities in the same way a skill tree would.

Reply #3 Top

what..

Reply #4 Top

what... really innociv?

 

Upgradable items limits the possibilities to the upgrades for those items.... How is that not limiting options....

 

 

Reply #5 Top

Upgradable items are great, they don't limit but expending gameplay options which is good. If you are going to expain yourself plz type it clearly cause it is very hard to understand you.

about the topic, well I think items are ok as they are right now and dev' said there will be some sort of a recipe system or something to spice up the items.

Reply #6 Top

I'll try again.

 

You HAVE to choose item A if you want an effect its upgrade provides.  This means if you ever want that effect, you'll always have item A.  Thats limiting.

Reply #7 Top

i iv liek so limited how in liek guild werz i can't buff my fire skillz by putting points in water attribute omgs.

 

It's a game mechanic that helps balance things and makes the player need to make choices.

Reply #8 Top

any sort of hierarchical system reduces the number of possibilities compared to a non-hierarchical system with same number of items; not saying that is a bad thing, just stating it.

Upgrade system pose the very serious threat that people will go buy 1 item and upgrade it to max before buying another one, of course that is subject to balance but if there is any upgrade system it should give a lower bonus than buying another item, so it makes only sense if you really need a specific upgrade for your strategy (like you really need to be very fast because you are a flag capper and you have already all +speed items) or all or at least most of your item spots are already used.

 

Reply #9 Top

Well, in line with my original post, I would be very disappointed if it were possible to fill all your slots with +speed items.  How would you choose between them?

Reply #10 Top

Quoting TheBigOne, reply 8
any sort of hierarchical system reduces the number of possibilities compared to a non-hierarchical system with same number of items; not saying that is a bad thing, just stating it.

Upgrade system pose the very serious threat that people will go buy 1 item and upgrade it to max before buying another one, of course that is subject to balance but if there is any upgrade system it should give a lower bonus than buying another item, so it makes only sense if you really need a specific upgrade for your strategy (like you really need to be very fast because you are a flag capper and you have already all +speed items) or all or at least most of your item spots are already used.

 
End of TheBigOne's quote

I disagree.

If you have an item like I said in my upgrade post that leads to more posible items.

 

You have the original, the original upgraded one way, ugpraded again, and again.  That's 4.

The original upgraded both ways, then down to the middle bottom. That's 7.

The original upgraded another way, ugpraded again, and again, that's 10.

So from 1 item you make 10.  Or 3 if you count just the final upgrade paths.  So 24 items would become 72 in effect, but really it's 240.

Reply #11 Top

innociv, all the upgraded items are a new items at least from a combinatorical point of view, and in a non-hierarchical system you could get them without getting the unupgraded before, thus more combinations - would probably suck with your item ideas, just saying.

Reply #12 Top

Well yeah you could just essentially have what is the end upgrade path, but then you'd have to save up, say(for example), 5-15k, before buying one.

 

I also think it does a lot for getting rid of clutter.

There was a ton of duplication and clutter before.  Now there is less simply because they removed tons of items.