nosisab Posted March 29, 2008 Share Posted March 29, 2008 Now I know better about modding, which is to say I know very few. The ideas you think great are not ever the ideas others will think so. First: Afinity is not a typo of affinity, yet it is just a name and in no way a definitive one. Afinity Project is aimed to create items which will resonate with the wielder stats and reflect the variations in then. Those variations can be the long lasting ones, like the base stats of the character , item modified ones or the short lasting, as the ones provided by spells and/or potions and such. Afinity Project is not aimed to produce overpowered items in the sense it seems as godlike ones, yet they are aimed to be, in its own way, very powerful and fun to use by serious players, who seeks items that will be as good as the PC needs, yet subject to on play enhancements or, gulps, beware of those nasties which loves to drain/damage your stats. At this point Afinity project is not tuned on model and quests, it can, eventually, evolve in this way or just merge or integrate in existing mods or parallel developed ones. There is a mod already released as concept proof and as it is it will fail in attract the public attention, since it will not claim for immediate love for its model originality/beauty or firework effects. If you'll care to verify it the mod is named Afinity Sword. Now the real reason of this topic, the next Afinity items will be, of course, the armor ones. Soon turned clear this is a not simple issue and my own experience showed me I must trust better the suggestion of others than only in my own opinion. So, apart the base stats of the pieces there are a extensive gamma of ideas one could use in design the features. I ask you for suggestions on the ways you think an armor can be boosted and, this seems a good idea, the way drain (let alone damage, as no sane one would not seek quick solution :) in those stats/skills would incentive highly the use of spells/potions while yet in combat, but not so that would be an less than fun obligation. PS. The Afinity sword would be very grateful if you can feedback the way it can be enhanced, yet if this implies it is 'worsened' someway. The main concerns I have at this moment about it is the final damage, critical and kill rate. Remember that would not be relevant the level and features of the character wielding it. more important is the way you perceive the effects of buffers and drains in the weapon behavior, and how you like its 'power' in the whole. Finally, If you have a quest mod or a model one that seems the characteristics of Afinity Project are fit, you can feedback me so we can see if or how it can be put together (I can think of at least one mod that which concept story and even the item model can absorb the Afinity concepts with few adaptations, namely GTAesgaard, yet I desire not contact the makers before Afinity concepts are found worthy ones). Thank you for your attention. Link to comment Share on other sites More sharing options...
DarkWarrior45 Posted March 30, 2008 Share Posted March 30, 2008 Now I know better about modding, which is to say I know very few. The ideas you think great are not ever the ideas others will think so. First: Afinity is not a typo of affinity, yet it is just a name and in no way a definitive one. Afinity Project is aimed to create items which will resonate with the wielder stats and reflect the variations in then. Those variations can be the long lasting ones, like the base stats of the character , item modified ones or the short lasting, as the ones provided by spells and/or potions and such. Afinity Project is not aimed to produce overpowered items in the sense it seems as godlike ones, yet they are aimed to be, in its own way, very powerful and fun to use by serious players, who seeks items that will be as good as the PC needs, yet subject to on play enhancements or, gulps, beware of those nasties which loves to drain/damage your stats. At this point Afinity project is not tuned on model and quests, it can, eventually, evolve in this way or just merge or integrate in existing mods or parallel developed ones. There is a mod already released as concept proof and as it is it will fail in attract the public attention, since it will not claim for immediate love for its model originality/beauty or firework effects. If you'll care to verify it the mod is named Afinity Sword. Now the real reason of this topic, the next Afinity items will be, of course, the armor ones. Soon turned clear this is a not simple issue and my own experience showed me I must trust better the suggestion of others than only in my own opinion. So, apart the base stats of the pieces there are a extensive gamma of ideas one could use in design the features. I ask you for suggestions on the ways you think an armor can be boosted and, this seems a good idea, the way drain (let alone damage, as no sane one would not seek quick solution :) in those stats/skills would incentive highly the use of spells/potions while yet in combat, but not so that would be an less than fun obligation. PS. The Afinity sword would be very grateful if you can feedback the way it can be enhanced, yet if this implies it is 'worsened' someway. The main concerns I have at this moment about it is the final damage, critical and kill rate. Remember that would not be relevant the level and features of the character wielding it. more important is the way you perceive the effects of buffers and drains in the weapon behavior, and how you like its 'power' in the whole. Finally, If you have a quest mod or a model one that seems the characteristics of Afinity Project are fit, you can feedback me so we can see if or how it can be put together (I can think of at least one mod that which concept story and even the item model can absorb the Afinity concepts with few adaptations, namely GTAesgaard, yet I desire not contact the makers before Afinity concepts are found worthy ones). Thank you for your attention. This is interesting, weapons and armor that evolve with the character's abilities! I will check out the Afinity Sword, and will provide feedback sometime this week. Link to comment Share on other sites More sharing options...
chris 07 Posted March 30, 2008 Share Posted March 30, 2008 Seems like an interesting idea. To be clear your working on this right? Link to comment Share on other sites More sharing options...
nosisab Posted March 31, 2008 Author Share Posted March 31, 2008 Chris07, I'm not sure to have understood your reply, but yes if the question is if the project is going on already. On the weapon there were not much doubts about as it could be, but in the armor pieces case the thing is more complex. There are so much variables to account for, so much physical and magical attacks to address and a very big chance of turning it uber ultra very much overpower, which is not the aim. One approach would be just setup the base stats under the object script to be flared at some yet not defined event or events and no script at all as enchantment one. For example it could recalculate those stats at PC level and stats change and/or temporary boosting/draining abilities/attributes changes. And all this with the minimal impact on the system as whole, since if using temporary effects as triggers this would be, most of the times, while in the combat mode. Yet, even the sword released as concept proof is passive of adjusts and maybe more radical modifications. So the feedback of user or tester is aways good. Link to comment Share on other sites More sharing options...
nosisab Posted March 31, 2008 Author Share Posted March 31, 2008 DarkWarrior45, the feedback will be welcomed just now I sought the topic description says the items resinates, whatever it is, and not that then resonates, what would be correct :) Link to comment Share on other sites More sharing options...
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