Class weapons and armor

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Waffen und Rüstungen sind nicht für bestimmte Klassen gesperrt, aber bestimmte Klassen sind mit bestimmten Arten von Waffen oder Rüstungen effizienter.[1][2] Bestimmte Fähigkeiten erfordern, dass bestimmte Gegenstände ausgerüstet sind.[3]

Weapons are intended to be somewhat agnostic in the sense that you can find a way for a weapon to be utilized by different classes. Not just the rogue is going to be able to use daggers. Because if you restrict equipment through that, it makes the economy more difficult to have sustainability across the market of items.[4]Steven Sharif

Best-in-slot items

Bindung von Ausrüstung

Möglicherweise gibt es eine gewisse Gear Bindung (BoE or BoP) aber dies wird eher eine Ausnahme als die Regel sein, da dies die Erreichung der Ziele für die Wirtschaft nicht erleichtert.[9]

Vieles, was wir in den Spielen, die wir normalerweise vor uns haben, erlebt haben, ist, dass viele Dinge an den Account und an die Seele des Charakters gebunden sind ... Stattdessen ist hier nur sehr wenig an den Charakter gebunden. Sehr, sehr wenig. Die überwiegende Mehrheit der Ausrüstung – ja, ihr erhaltet questbezogene Ausrüstung als Belohnung – aber es wird nicht, sagen wir, ein Set in einem Dungeon sein, und ihr müsst den Dungeon immer wieder durchlaufen. Stattdessen möchten wir wirklich die Abhängigkeit von der Wirtschaft und Handwerkern, Sammlern und Verarbeitern betonen, um einen Großteil der Ausrüstungsstruktur im Spiel zu unterstützen, kombiniert mit der der Welt-Raid-Bosse und Dungeon-Bosse; keine sich wiederholende Questreihe durch einen einzelnen Dungeon.[11]Steven Sharif

Crafted gear

Handwerkskunst UI. Alpha-1 Bildschirmfoto. Bildnachweis: Guild:Overlord

Hergestellte Gegenstände (also referred to as Completed items, Finished goods, or Final products) are items produced by crafter artisans using crafting stations.[12][13][14][5][15][16]

Crafted gear in the game is the best gear... One thing that I'm not a fan of is that you develop a crafting system in a game and you've spent a lot of time making this from a material and resource perspective. All the tables that you can receive, all the connectivity in the economy and how crafting is associated with the game; and then you undermine the crafting entirely by presenting a separate route of gear acquisition that is on-par with the crafting efforts. So here you have these people who are acquiring all of the resources getting, all the recipes, leveling up their professions and then everything they make is less or equal to anything you could just have chosen the easier path of and gone down the questing and received the best gear. So what we do focus on is that crafters make the best shit. Excuse me, the best things.[5]Steven Sharif
That plays into our crafting system in and of itself. The idea is for those stats to be variables that can be dictated based on the mastery level of the particular crafter; and the higher they become a master of those professions, whether it be for armor or for weapons or for accessories, they're going to have some agency and put their mark on essentially what items they're introducing into the economy.[24]Steven Sharif
We believe that every item that exists in the world should in some way reflect its creator. As such, there will be extreme versatility in our crafting system – giving crafters the ability to create unique items that represent their strengths and weaknesses.[29]

Suite zur Gegenstandsherstellung

An "item creation suite" that allows crafters to create unique appearances for items has been discussed as a future possibility.[30]

Gear inspection/ Threat assessment

You decide to gank the player, but find out that you have been ambushed![31]

Players will have a buff on their nameplate that indicates the gear set they are wearing. Other players will be able to see this buff by targeting that player at a distance.[32][33][34]

You can target a player. You're going to see what type of armor they have based on a buff they have available to them because obviously cosmetics can change appearance. You might have different silhouettes as a result of that.[35]Steven Sharif
  • The border will indicate the level and quality of the tier set.[32][33][36]
    • This also indicates if the gear is enchanted, along with visual effects associated with enchanted items.[33][37][36]
  • The developers believe that inspecting gear to obtain an exact equipment list or gear score may lead to "unwelcome behavior".[38]
When you see a player approaching you and they're wearing a transmog you don't know if that person is a high damage mitigation against physical damage or against magical damage and essentially the way we overcome that is through you being able to target a player at a distance and they will have a buff that's present on them that you will see, which indicates that essentially the piece set that they are wearing. It is important for players to be able to ascertain from a threat assessment standpoint what they're going up against if they're actively checking that, and that will be available.[34]Steven Sharif

Siehe auch

Einzelnachweise