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  1. #1
    Real Girl

    Join Date
    Aug 2012
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    Hello again, Freestylers World!

    I know I just posted a blog so soon, but I actually just got another feature ready for testing: The Quest Metagame!

    What is the Quest Metagame, and why should I care?

    Well, it's a bit more complex than my last feature.

    * Quest items will now have item levels associated with them, they won't work in Player Versus Player modes but will work in quest modes. I emphasize that these items cannot be used outside of Quest mode.

    * These Quest Item Levels are on a linear progression scale, 1 item level = 1% more damage on a weapon that drops.



    * Items also have a feature called 'Rarity', which increases the stats after item level calculations by a flat 20% per tier. The tiers of Rarity are as follows:
    -Common (White)
    -Uncommon (Green)
    -Rare (Blue)
    -Epic (Purple)
    -Legendary (Orange)



    * Quests themselves, as in, the rounds and bosses, start off at Item Level 0 (informally referenced as iLevel here on out), and you have a chance at getting a iLevel 0-5 item through participating in a Level 0 quest through gear drops. These dropped items are used for the next 'step', which is known as sacrificing. Or, you can simply wear them for their damage increase to get even better items. Your choice.

    * Items may be sacrificed for increased 'iLevel' of your quest room. By doing so, you also increase the item level that drops within your quest for one completion to +/- 5 of the iLevel of the item sacrificed. The tier of item does not matter for sacrificing an item, it uses item level and item level only. When you sacrifice an item, the room is 'locked' to this new iLevel, and you cannot sacrifice any items further. A message is output to all participants in the quest when you or another room member sacrifices an item, so there is no confusion what you are getting into when you join your buddies.

    Here's some preliminary screenshot of the sacrifice feature. Button positions are not final!



    * Quest NPC HP corresponds to the room's individual iLevel, and increases by 1% per iLevel. This is a flat rate, and bosses do not have Rarity (yet!).

    * EXP from quests is getting a revamp. To prevent people with higher iLevels at lower levels from gaining exp too fast, you will gain exp relative to the highest equipped iLevel item versus the quest's level. This means you must be within 15 iLevels of the quest to gain any experience from it.

    * Items that drop from quests are standard bounty items. The 'base' of the item that drops is relative to the old quest level (Torn Page, FGK, GK, Thunder GK for examples) and with the current quest progression, we will end up at 'endgame' at about 45 'Required Level' bounty items dropping from School Quest. No donation items will have iLevel as of yet. More on that in a future blogpost post-launch!


    Sounds AWESOME! When can I expect to see it?

    * This system is meant to be fun and intuitive. If it doesn't seem that way, we're gonna change it until it is! We plan on having an internal testing phase soon, but the plan is to have this revamp by V8 at the latest.



    Until Next Time,
    -Secrets



  2. The following 9 users say thank you to SecretsOTheP for this useful post:

    Azuki (11-29-2014), Bulbasaur (11-29-2014), Camel (12-01-2014), Irahnik (11-29-2014), jackD (11-29-2014), Ommadawn (11-29-2014), Shino (11-29-2014), Sonji (11-29-2014), SuperShotty (12-01-2014)

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