Spitballing while a notion is in my head..
Most games display items as a name, a type, and a set of attributes applied to that item.
Sword of smashing
2d6 damage
+1 vs skeletons
It looks like a sword, but it swings like a metal club.
The attributes are taken from a set, and only those which apply are displayed. I'd like to suggest another interface. Imagining armor, and using a fantasy settings, I could imagine:
vs fire
vs water
vs lightning
Normally one would show something simple like
+1 vs fire
I would display all attributes with a slider.
vs fire.......oooo|oo +1
vs water......ooo|ooo
vs lightning..ooo|ooo
This fits well with a crafting or buffing system and during the crafting or planning stage, a player can fiddle with their preference of slider and the others will change to compensate. For example, if a player wants to make the item better in some way, maybe the cost is significant like so:
vs fire.......ooooo|o +2
vs water......oo|oooo -1
vs lightning..oo|oooo -1
vs fire.......ooooo|o +3
vs water......o|ooooo -2
vs lightning..o|ooooo -2
Now what can happen is if a player chooses a specific rank of an attribute, it will unlock or block a related slot. That slot can have a type of benefit in it (ability, cooldown, or whatever is sensible).
vs fire.......ooooo|o +3··[choose]
vs water......o|ooooo -2···'- Fireball
vs lightning..o|ooooo -2···'- Blast wave
···························'- Flame dash
A player would research those various abilities with a horizontal tree. Maybe they'd research weak abilities usable at +1, then continue up the tree for more powerful abilities at +2 and +3.
I'm trying to juggle some ideas in my mind, and one day I hope to map out something far more straightforward-yet-deep in the direction of a more sensible Path of Exile. PoE has a serious problem of seeming simple but being worded badly and heavily punishing a player for experimentation.
I intuit something about a slider concept as the first-step that feels unique and easy to understand. I know there's the notion of armor vs energy vs speed that would work well with this, and maybe more things can use that interface. A long time ago it was mentioned that it would be cool to be able to tweak those sorts of things on the fly, which I think would be interesting and has opportunity for animated transformations, but that's beside the point for this idea.
Most games display items as a name, a type, and a set of attributes applied to that item.
Sword of smashing
2d6 damage
+1 vs skeletons
It looks like a sword, but it swings like a metal club.
The attributes are taken from a set, and only those which apply are displayed. I'd like to suggest another interface. Imagining armor, and using a fantasy settings, I could imagine:
vs fire
vs water
vs lightning
Normally one would show something simple like
+1 vs fire
I would display all attributes with a slider.
vs fire.......oooo|oo +1
vs water......ooo|ooo
vs lightning..ooo|ooo
This fits well with a crafting or buffing system and during the crafting or planning stage, a player can fiddle with their preference of slider and the others will change to compensate. For example, if a player wants to make the item better in some way, maybe the cost is significant like so:
vs fire.......ooooo|o +2
vs water......oo|oooo -1
vs lightning..oo|oooo -1
vs fire.......ooooo|o +3
vs water......o|ooooo -2
vs lightning..o|ooooo -2
Now what can happen is if a player chooses a specific rank of an attribute, it will unlock or block a related slot. That slot can have a type of benefit in it (ability, cooldown, or whatever is sensible).
vs fire.......ooooo|o +3··[choose]
vs water......o|ooooo -2···'- Fireball
vs lightning..o|ooooo -2···'- Blast wave
···························'- Flame dash
A player would research those various abilities with a horizontal tree. Maybe they'd research weak abilities usable at +1, then continue up the tree for more powerful abilities at +2 and +3.
I'm trying to juggle some ideas in my mind, and one day I hope to map out something far more straightforward-yet-deep in the direction of a more sensible Path of Exile. PoE has a serious problem of seeming simple but being worded badly and heavily punishing a player for experimentation.
I intuit something about a slider concept as the first-step that feels unique and easy to understand. I know there's the notion of armor vs energy vs speed that would work well with this, and maybe more things can use that interface. A long time ago it was mentioned that it would be cool to be able to tweak those sorts of things on the fly, which I think would be interesting and has opportunity for animated transformations, but that's beside the point for this idea.
Likes:
Omnires and Pandagnome