"Men have become the tools of their tools." - Henry David Thoreau
Wanna get stronger? Get better items. Be a tank? Get better armor. Kill faster? Get a leet weapon.
That's how things work. Yes, it's common sense that it should be that way, but the way things are is that it is the only way now! The only way to improve substantially, not minimally like from attributes or skills. And I believe the reason lies in the way equipment are structured, that prompts such results.
Personally, I dislike anything that are fixed in nature. It does not allow any improvements beyond that, which I feel that stifles growth and development. So instead of an Axe that needs 100 Str and deals 120 - 250 damage, I think a more interesting way would be to break it down (literally) and introduce versatility.
Wanna get stronger? Get better items. Be a tank? Get better armor. Kill faster? Get a leet weapon.
That's how things work. Yes, it's common sense that it should be that way, but the way things are is that it is the only way now! The only way to improve substantially, not minimally like from attributes or skills. And I believe the reason lies in the way equipment are structured, that prompts such results.
Personally, I dislike anything that are fixed in nature. It does not allow any improvements beyond that, which I feel that stifles growth and development. So instead of an Axe that needs 100 Str and deals 120 - 250 damage, I think a more interesting way would be to break it down (literally) and introduce versatility.
- First, instead of a fixed damage allocated to every weapon, it would be a formulaic based damage. For example, (Str *5) = damage of 5Str allocated to that strength-based weapon. In this method, it would be possible to introduce weapons that are based on Constitution, Intelligence, Dexterity, Agility etc. Of course, new problems surfaced which must be dealt with.
- Second, following from the previous paragraph, it would be possible to equip weapons beyond the players means, instead of waiting to fulfill the requirement before being able to get that sword that looks cool.
- Thirdly, for players that only prefer a certain weapon, eg Dagger, he would be able to keep it relevant and effective choice forever. The reason does not lie in the damage formula, but the break down of weapons. As an example, a dagger have a blade, handle and the core. Each part can be upgraded separately from a craftsman, achieving better damage, faster attack speed or durability.
- In the final concept change, would introduce a change to any Weapon Mastery prevalent in so many games. Instead of adding damage or introducing effects like stuns, it can now be tweaked to adding more parts into the damage formula for a refreshing change. For example Dexterity modifier into an Axe, which effectively increases damage, but is dependent on attributes, rather than a fixed amount.