You don’t have to write everything in such detail. I even think it is actually worse than writing just the outliers of the idea. For example detailed list of gems and their effects you wrote is unimportant implementation detail in the grand scheme of gem system as a whole.
I simply wanted to highlight that if this system was to be implemented in the current game version, then it should have some guardrails to prevent gem inflation, because items with 3-5 mods drop quite often.
Yes, that’s exactly how i thought about it too.
I think it is better to drop items with higher number of gems slotted and let player extract just one, than to drop items with 1-2 gems slotted and allow extraction of all gems. This way players have bigger pool of gems to choose from and the choice itself is more important if there are 2 or more good gems slotted in some item and players can extract just one.
What i meant mostly is that during mid game most players would have a good chunk of powerful mods on every item, like reduced damage taken. Im not sure if this is the case in current game version. I would assume that the campaign was balanced on players not having such amount of good mods.
And remember guys, drip is always more important than stats
I quickly went through the gems you proposed, but didn’t analyze them much, because it’s unimportant implementation detail and im more concentrated on the idea itself.
The most important thing for me is to make cursed gems really worth slotting in. Curses should be paired with interesting good positive mods to make players consider using the gem primarily based on positive mod. With currently implemented system and one you proposed (+2 gem slots), players are only making choice based on negative mods - “I don’t want this curse, and that curse, so i’ll pick this one instead”. So naturally they go with curse they either can completely ignore or somewhat easily play around. It would be better if they choose cursed gems based on positive mod instead - “Oh, i really want this positive mod, but can i handle the negative?”.
In current game version and the gem idea you proposed players add mods they want to an item and are essentially done with it for the rest of the game. If they are extremely lucky this could happen even in the first zone. The tier system is simply to add another layer of progression between each zone.
Variable values serve the same purpose as gem tiers, but on micro scale. It is meant to add a small progression opportunity within each zone. It would create a limited sink for duplicated gems.
Example:
A player drops five first-tier gems in Marin Keep. These gems grant increased health, with a randomized effect ranging from 2% to 5%. The player slots one gem into their body armor. The game rolls a random value within the range, and they receive a +3% health bonus. To improve this effect, the player uses more of the same gem to randomly increase value of socketed gem. For example the second slam could increase the effect to +4%, and the third slam to +5% reaching the maximum value for this gem tier. Or maybe the player was lucky and second slam increased the effect straight to +5%.
Later, the player progresses to the next zone and begins finding second-tier health gems, which provide 6% to 10% increased health. When the player slots a second-tier gem into their armor, regardless of whether they previously had a first-tier gem in that slot the effect is rerolled randomly within the new tier’s range. For instance, they might now get +7% health.
This ensures that duplicate gems within each zone remain useful not only when player wants to change his build or change items for fashion purposes.