My thoughts are that we do smaller bonuses with stacking or larger bonuses but no stacking. @Owyn Magnus We're planning to have random relics with some manually designed, likely legendary tier from specific mobs. All planned to have variances to make that perfect set extremely rare to get. That's the current thought on the system.
It still is for larger features, relics are a smaller feature we can work on in tandem. While we work towards these systems we wedge in Low Development High Impact tasks. This relic idea jumped the queue because it was extremely well received both by the team and the community and isn't a high dev cost to implement.
Make sure you cant safely move them around after looting them. If you want them to be removable from paperdoll either add a cost to it or make sure they cannot be equiped straight after looting them from a monster. either by adding an item required for identifying them or by adding a cost to replace them from paperdoll. this is a good chance for you to add a long duration grind for those of us who want it. make the rolls very random and the intervalls great so it takes forever to get that last 0.05% roll of cursed bolt magnitude etc separating a great relic from a perfect one. this will bring me back grinding strong. it adds that "Rareloot" ive been craving in darkfall Definatly add pvespecific bonuses, a relic could even add a spell to your spellbook for pvespecific purposes that is grayed out unless the relic is equipped. perhaps some extra lifesteal when dealing with monsters. if there is no way to loose them upon death then perhaps its not the most wise thing in the world to make them overpowered (though i really want them to be strong) it will be difficult to match drawbacks with bonuses. but i do think the drawbacks should be equally strong as the bonuses. harvesting speed/yield/more rareloot from monsters/ higher goldfind/ specific monsterlootbonuses etc. anything that will make me stop and think." hey this relic could be really cool if i went out farming akathars" or something along those lines. definatly think the legendary tier shouldnt be devil/champion exclusive but rather have a higher droprate from them. 7kmobs at least should have a chance to drop them even if that chance is smaller. making them at least usefull and why would i bother with them if they didnt even have the potential to drop something good. you could potentially boost 1 spell from a school and reducing everything else from that school byt making a relic boost firebolt damage by 33% and removing all other firemagic while equipped. this would be a pretty neat relic for farming forest monsters but i would have to keep in mind that while i get the amazing bonus. im succeptable to ganks due to not having the rest of my arsenal ready. (this may be a bit less effective with the new "every spell is the same" type thing) Looking forward to the future! grind on fellas! Ihope Ugotlewlt *EDIT. possibly a way to reroll relics using essences to make another use for them and a way to lock 1 stat before rerolling using some really expensive or rare material
Getting the perfect set will be extremely rare. Like almost never. ETA: Current patch is on PTS (or will be today?) and some other small additions are coming in. I plan to start relics and the shadowbane style mine system (forum post coming tonight or tomorrow) either the end of this week or early next week.
I think relics should be bind on pickup. Non-tradable and non-droppable. Except maybe they destroy if you pick them up and die before you bank them. You can only pick them up off a corpse if you were in the party nearby or did damage to the monster that dropped it. This would prevent people basically grinding monsters and then selling it to players that runestone in to pick it up. If you played Diablo 3 when the auction house was out, with RNG drops you basically end up with perfect or near perfect items are rediculously expensive and then items that were OK but not in the top 90% of perfection were a lot cheaper and abundant. So basically what will end up happening over time is everyone will have a relic that's ~80% perfect with the richer players being in the top 95% and the difference between players will be negligible. Or they will be so rare that only the richest of the rich will have the good ones. This would actually promote group farming since anyone in the party could loot a relic so if you have a water mage that wants water relics and an archer in your party and a water relic drops. The water mage will still be the one to pick it up. You could also copy Diablo 3's current item system where you can trade a relic with another player within x time frame if they were in the party/did damage to the monster when it dropped. This would prevent people accidentally looting a relic that someone in their party really wanted. On a side note, I think PVE and Harvesting/Crafting benefits will just add power creep to the game unless you add a cooldown to switching relics. Going out PVP'ing? Just wear your PVP relics. Doing some harvesting? Put on your harvesting relics. It will also make harvesters even more at a disadvantage when getting jumped.
@Fawley Look at existing trends when it comes to online games and items - people hate the concept of bind on pickup/equip. Trade is one of the biggest incentives in online games and creates its own social environment. Why neglect that? You also neglect that D3 is a class based game that has drops skewed toward particular builds. That won't be the case with relic drops. They're meant to be a way to promote diversity... not the other way around. Seems counter-intuitive, to say the least.
That's how I see it as well. I imagine trade threads full of pictures of relics, people haggling, swapping, etc, sounds like an awesome time to me. I also want to accumulate various sets of relics that I'll swap around as I feel like changing my build.
I've thought about an MMO with an item system similar to Diablo 2/3's item system where you do have trade because I love trade and I hate that they removed it from Diablo 3 but I admit that a random stat item system and an economy do not mix well together. To give everyone a fighting chance of getting something that isn't trash with a random stat item you need to hand out a few of them to hope for good rolls. The problem is like I said earlier, the market will get flooded with mediocre rolls and the price for something good enough will be really cheap and the stuff that's really perfect with be super expensive but nobody will care about that small amount. Or the good ones will be so rare it will basically become a pay to win system where the more money you have to buy the best relics, the better off you are. I can't really see this working in an MMORPG economy. You would basically have to have the relics become night and day between legendary and epic relics and all legendary relics would be both super rare and always roll good. That way they would be more like the normal item system where rare drops are just always good by default. This is just my experience with MMO's and Diablo for many years now. I'm no economist of any sort.
Considering the breadth of possibilities I suspect that there will be a wide range of viable relics available after some time. Finding the exact and perfect relic will be nigh impossible but finding an appealing relic will not be. Hunting relics may or may not yield precisely the stats you're searching for but this is an mmo after all, so someone will likely have what you desire, or something similar enough. Relic values will run the gamut from paltry to exorbitant, but all of them will have some inherent value because, in one way or another, they will be recycled into new relics. The relic market should be quite robust and leagues more interesting than any current items, and so I believe that it will be quite intriguing to peruse the trade threads that will undoubtedly pop up.
Cool that relics are being worked on more combat stuff is always welcome and mine system can be cool , my question is when is tcs comeing and/or is there any holding value on the horizon?
The goal is to add to the value of owning a holding while not restricting access from clans that don't own one.
The value of a holding is the same for everyone? Iam wondering where the value is for owning one and fighting for one, seems like the most value is from not owning one , my question is for the first component will it add value or take value from the owners of the holding ?