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More Unique Itemization

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VGPlayer
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Joined: Sat Oct 25, 2014 3:40 pm
More Unique Itemization
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Post by VGPlayer » Sat Oct 25, 2014 3:50 pm

There was so much great about VG but of course there was a lot that could have been better. One of the biggest fixable problems IMO, was the cookie cutter itemization that was prevalent, though not exclusively implemented.

What am I talking about? I am talking about generated items.... stuff like you saw in Diablo and WoW - i.e.:

Sword of Wonder STR 1
Advanced Sword of Wonder STR 2
Advanced Blue Sword of Wonder STR3

... that kind of thing.

I would like to see more unique items - particularly strategically placed unique items in dungeons. Some should be accessible solo, some only by group. Granted, unique items existed, but as I recall many were quest-related or raid drops. There should be more incentive to take groups into dangerous dungeons than there originally was. I am sure they planned to do this more extensively, they just ran out of time. EQ1 is a pretty darn good example of creative and compelling itemization. I'd like to see it be more like that, and less or none of the "generated" drops.
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John Adams
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Re: More Unique Itemization
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Post by John Adams » Sat Oct 25, 2014 8:39 pm

The good news about VGOEmulator Items, we barely scraped any items from VG Live before sunset. Just not enough resource sites to get links to paste into the client. This means, item building will be manual, most likely, for quite some time. Advanced Blue Sword of Wonder might have to be it until someone takes on this enormous task.
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falloutdc
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Re: More Unique Itemization
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Post by falloutdc » Sun Oct 26, 2014 2:13 pm

I play a game a the moment with diablo/korean style drops of equipment. I like it alot, as no drop is the "same", and you are always looking for "better" suited equipment for your class. But add a low drop rate and it is hell!

Crafting could be a great way of enhancing this drops with weapon/armor upgrade recipes.
Duplicates don't hurt ;) (tm John Adams 2014)
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Tombola
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Joined: Fri Jan 09, 2015 10:40 am
Location: Gnome Town, England
Re: More Unique Itemization
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Post by Tombola » Thu Aug 13, 2015 12:25 pm

Just thinking about this very question today whilst at work!

I feel that a broad idea, in order to achieve this necessary effect, would be to make a final assessment based upon the eventual tallies of 'named/unique creatures & NPCs' in all the various dungeons & mini dungeons, POIs, overland zones & camps/mob types, races, etc as pe I agree that EQ1 was most likely the progenitor of this method, which I always felt was in VGs dna too, so to speak.

Crafting too, I agree, could be an excellent method of item development & diversification, allowing for more pve objectives for both crafters & adventuring groups too. This would allow for more horizontal character advancement as opposed to the more obvious and tired vertical advancement as seen in many other mmorpgs over the years.
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Sile
Posts: 61
Joined: Sat Jul 25, 2015 10:35 pm
Re: More Unique Itemization
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Post by Sile » Thu Aug 13, 2015 3:43 pm

EQ1's myriad of unique clicky toys was awesome, definitely looking forward to more of those.

I'd especially like to see more legendary options for the lower levels besides the questlines, even if only as super rare drops and/or from super rare spawns.
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Amnath
Posts: 387
Joined: Tue Aug 05, 2014 9:49 pm
Re: More Unique Itemization
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Post by Amnath » Fri Aug 14, 2015 2:58 pm

What exactly do you want to be unique other than the name?

Most places have item availability, by direct loot, quests, collects, and some things that have to be summoned or triggered. I can find clicky gear at level 10. VG built up so many clickys that it ruined the calculations the server had to roll and so of course to fix this, they mostly killed the items by putting them on shared cooldowns.

Granted, that was mostly relevant at 55.

In my loot I see all kinds of items, many of which I never heard of before, so the database does not seem to be very limited?
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