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Crafting EQ

I think the concept of church, and bard weapons, leaves the door wide open for a crafting system in FL. Craft tiered eq based on base item rarity etc. Nothing crazy, and it must follow formulas to prevent things from being op. Allowing for a bit more to do end game that does not require people to fight. It is also gonna help cycle gear because the long lived characters are not going to continually have best in slots because they can craft the eq over time. Obviously it's a rough idea right now, but I would be interested to open a dicussion about what other people think. Reducing dependancy on hard to get eq is going to make level 50 a more active place in theory.

Does the church eq even work?

Yes, it works, but you can only upgrade 4 pieces 3 times and only a Leader will have all of the perks from what I've gathered IG. The rest of the Cabal EQ is pretty over the top in some cases compared to other EQ which is why they gain no powers.

Church eq works fine. You unlock tiers as you progress, and elder unlocks all three tiers.

That's good to know, though without a fluid way of promotions until quests are added in, it's unlikely an Elder will be seen, and since it's semi-player run, you kind of stop at Veteran anyways.

As for your original post though, it's not a bad idea, but I don't think many would enjoy it because then you'll have people who are doing their best to not ever PK in favor of crafting items to higher levels before doing so. Then if those items aren't owner only, the second someone dies and loses those pieces, they will delete and likely flip out. HOWEVER, if you could only choose 1 piece of EQ to develop via a Quest similar to that of the Vellum, it could be made to change based on which item it is. If it is going to be best in slot item, then you can at least focus on a smaller portion of EQ in the game, if it's almost best in slot, the same can be said. If it's shit though, no one will ever bother with it.

If you can complete a full suit though, I think it will take away from what the Imms are doing currently by toning things down so it's more balanced again. With added areas giving nifty perks already and sweet EQ, it makes crafting a little less desirable. Now if a Cabal were developed that focused on being able to sell unique EQ via a crafting system and a Merchant like system of bartering, that could be interesting indeed. It would mean opening up new paths to the game, but at the same time it's not anything we're absolutely dying to have either. It would be interesting to see the idea fleshed out further though if it were to be taken seriously.

Well it could be interesting. If it was 1 eq per char like the pit weapon.

We could make it non-rare and thus subject to the 5 points limit. Must be inferior to the rp earrings everyone is doing.

Even 4 points would be very useful. Just allow any eq location, and add 10 base AC free. Then you could make like a +4 ring or a +2/+2 face, or a +40 hp gloves for evils, or a +80 mana ring.

Make it take like starstones to upgrade. Or something rare from lockboxes.

Just don't make us mine more stupid vellum. Thats so anti-fun and anti-game. Use a more interaction friendly resource.