it’s there now … Q&A: End Game
Not on my phone, though!
Oh that could be I have no idea how it works on mobile. ^.^
Hope the cafting recipes won’t be to dificult
i hope we get some easy recipes and some medium and hard recipes.
So what exactly are the types of equipment? Is it semi progression like Minecraft, or is it more diversified? Is wood wood? Is stone stone? Can you do copper if you lack tin/lead to make bronze? Are there sub qualities of the same item depending on the equipment used to forge it?
Also what are the ‘exclusive’ items you can craft from the packages?
Anyone played “Alchemist” on a mobile phone ? This was the hack of fun and even if it’s easy to understand it’s hard to find combinations at a certain point (200+)
So far as we know, that is the case. We’ve not seen anything confirmed on alloys like bronze yet, but we have seen some copper items.
‘Exclusive’ items are still unannounced, we only know there will be a tool, wearable, and weapon. Chances are, they will either be a different appearance to standard items or a combination tool of some sorts, but not something necessarily better than what can be obtained by 1.0 players.
I like the idea of items running out of durability, but what if you could repair items at the cost of maximum durability, and this would be affected by:
- quality of materials
- number / level of (enchantments) on the item
- skill of the repairer
so items would still run out of durability and eventually be lost, but could have their life extended for a time by a skilled smith. This would keep a flowing economy since the same item won’t last forever, while also allowing another opportunity for services.
So repair the original by paying the full cost of another? Why not just…make another?
Did anyone say that?
Is the cost of maximum durability not the same as the cost of a new item (which presumably, once made, has maximum durability?)? If my logic is off or I’m not understanding your suggestion, please clarify it.
Oh I see, I meant that the maximum durability of that item would decrease.
Say you have an item with 1/100 durability, you can repair it to 90/90 durability. Then when it’s at 1/90, you can repair it to 80/80, and so on.
Maybe because the skin ?
This is my dream… I don’t undersatnd only one thing.
Example- I combined 3 iron bars and 10 obsidian and made Obsidian Hammer of Infinity. 2 TIMES!
At this moment it has 0 buffs\effects and additional stats… just 12 damage and 0.8 attack speed.
If ill put both hammers inside Forge, and combine them both with Thunder Metal.
Would I get 2 same Zeus’s Justice with stats 12 dmg 0.9 speed and Knockback LVL 2 + Nearby Allies Speed Multipler LVL 1
OR maybe each hammer will get random possible buff so,
Hammer 1 - stats 12 dmg 0.9 speed and Knockback LVL 3 + Nearby Allies Speed Multipler LVL 1 + Self Damage Overtime LVL 1
Hammer 2 - stats 10 dmg 1.0 speed and Paralysis LVL 2 + Nearby Allies Attack Speed Multipler LVL 1 + Evasion LVL 1
…
…
…
Say what now?
Are stats\buffs are complete random or not?
… Why didn’t you just say that?!?
I don’t think stats/buffs will be completely random, but rather somewhat like Diablo III loot- Items will have a range of possible stats based on the materials used to craft them. Some stats will “roll high” while some may “roll low”.
This all sounds brilliant, much better than my expectations. Woop!
I had a thought yesterday well moving rocks off of my driveway as regarding stone tools.
In Minecraft, stone implements were by far the most cost efficient tier to use (Unless you have an iron farm or thousands of players to buy diamonds from.)
There are tens of millions of stone blocks available. You will never, ever run out of stone in your lifetime on one Minecraft world.
Why not make it a bit more of a challenge?
Have only certain kinds of stone/non metal material be viable for weapon and tool crafting. Ideas: Flint, chert, nephrite jade, obsidian, and different durability for different worlds different trees wood.
Edit: Teeth, bone, ect.
It would be interesting to have the feature of being able to craft tooth , sinew and bone drops into items, and various colors of stone tool, or even slight modeling and graphic variance with these items for more organic appearance.
I had another thought regarding armor. Historically, it’s a matter of great debate as to whether leather was used to make the primary parts of armor. (Example, chestplates) Leather armor is a staple of fantasy. Leather WAS used in the making of armor, straps and such. (And extensively used to make everyday items, from purses to ‘paper’) However, the primary bits were made from metal.
Far more common and cheaper then leather was cloth. 'Cloth? ! Huff that can’t protect you. ’ Don’t underestimate the strength of plant fibers bro. Native American tribes and European nations used cloth armor, and it’s surprisingly effective.
Note, both are cheaper, easier to manufacture and lighter then metal.
Textiles can be soaked in brine then layered to form a tough armor, in medieval europe most soldiers had armor primarily made from cloth reinforced in strategic locations with metal.
I am quite supportive of both types being available in the game, what you use depends on what’s available, and metal armor needing leather. Further pros and cons can be discussed.