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 Post subject: Rarity Hierarchy
PostPosted: May 28th, 2014, 12:37 am 
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Location: Alvin, TX
As previously mentioned, I am currently reworking items. One of the things I will be introducing with the new change in items is "rarity hierarchy." I've made an announcement covering the essentials and purpose it will serve. But here is a visual of what we're going to be looking at:

Image

In the process of doing this, a lot of "common" and "trash" items will be losing their colors (if any.) While only Uncommon (or higher) items will sustain their unique color schemes.

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 Post subject: Re: Rarity Hierarchy
PostPosted: May 28th, 2014, 8:15 pm 
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Character name: Akatosh
Yes!!! I've always liked rarity and rarity hierarchy systems/ideas.
Though, as some critique I think it might look better if common items weren't designated 'common' prefixed to their short desc.
I think you're right about new players not being able to judge a piece of equipment and consequently missing out. I can recall that happening. It definitely does happen.


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 Post subject: Re: Rarity Hierarchy
PostPosted: May 28th, 2014, 9:16 pm 
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Joined: December 2nd, 2006, 10:08 pm
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honestly I'd rather the flag be in the item description when you look at it rather than when you equip it. too many flags like sharp/shinning/glow/hum already for equipped stuff


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 Post subject: Re: Rarity Hierarchy
PostPosted: May 28th, 2014, 9:46 pm 
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juan wrote:
honestly I'd rather the flag be in the item description when you look at it rather than when you equip it. too many flags like sharp/shinning/glow/hum already for equipped stuff


The problem with adding these flags to long descs is that there is a limit and we have to consider alternative clients, such as telnet.

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 Post subject: Re: Rarity Hierarchy
PostPosted: May 28th, 2014, 9:47 pm 
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Joined: April 13th, 2005, 3:50 pm
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Akatosh wrote:
Yes!!! I've always liked rarity and rarity hierarchy systems/ideas.
Though, as some critique I think it might look better if common items weren't designated 'common' prefixed to their short desc.
I think you're right about new players not being able to judge a piece of equipment and consequently missing out. I can recall that happening. It definitely does happen.


I would agree on the common part simply because it would save me and the rest of my building team a lot of time by not having to describe simple, common rabble. Unfortunately, a distinct difference among items is something I find healthy and helpful. There are items, however, like furniture, wells, fires, etc, that will never possess these flags (for obvious reasons.)

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"Being right means you betray life. After all, common sense is dead."
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 Post subject: Re: Rarity Hierarchy
PostPosted: May 28th, 2014, 11:05 pm 
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Joined: May 4th, 2014, 1:53 pm
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Character name: Akatosh
Random Item: o shit u found me? bahahaha


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 Post subject: Re: Rarity Hierarchy
PostPosted: May 29th, 2014, 8:03 am 
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Akatosh wrote:
Random Item: o shit u found me? bahahaha


... :D

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