This is very interesting idea. I would definitely like current enchantment system to die. Yesterday i was creating new character for scythe build. I’ve lost like 50 stag antlers, which i’ve been collecting since last 4 characters (around 150 hours playtime) to craft a dark leather set, just to have a nice looking outfit. And this very nice lady Eleanor, time after time butchered my items making them blue. I swear once i finish my grim reaper build im gonna pay her a visit to collect her soul as a payment for all those poor deers that had to die for my new outfit
As for this gem system, below are my thoughts.
GENERAL OVERVIEW
- there should not be too many sources of gem drops, or inflation kicks in
- gems should not drop too often to prevent a player from having all slots filled with best in slot options for his build early in the campaign
- extracting a gem should cost a fallen ember and destroy an item to prevent easy gem acquisition from ground items with multiple slotted gems
- destroying a gem to create a slot should have some cost too, but not destroy an item
- game difficulty would have to be rebalanced to accommodate the situation that every player would have a good amount of useful gems slotted
CURSED GEMS
- items should have fixed number of slots for normal gems and 1 slot for cursed gem
- cursed gems should have a strong and or unique positive effects to make them worth slotting in, it should be almost always an aspiration to do so
- each cursed gem positive effect should be different, +2 slots is kinda boring and places player focus in a choice on filtering which negative effect player does not want to have in his build, instead of which positive effect he wants and thus how he should overcome the negative
GEM TIERS
- gems should have tiers, which would increase both minimum and maximum values of an effect and possibly add some other benefits
- effect value of a gem should be randomized between possible minimum and maximum value upon slotting into an item
- slotting same type of gem repeatedly on an item that already has it should randomly increase its value up to a maximum for its tier, this would be a new “exalting” that players would engage even during campaign
- slotting higher tier gem on a lower tier one would upgrade it and randomize its value within its tier range
- lower tier gems could not be slotted on items that already have its higher tier version
- each major area (beach and surroundings, nameless pass, lowland meadows and marin woods) should drop higher gem tiers to introduce a new progression axis, where each time player enters new zone he is excited to farm more powerful versions of gems he’s using in his build
Now i see two possible ways of handling gem drops.
PRIMARY SOURCE IS RAW GEM DROPS
- raw gem drops should be a reasonable occurrence
- items should drop without gems slotted or be it a rare occurrence to balance out raw drops
- Negative: item drops without slotted gems could feel less rewarding
PRIMARY SOURCE IS EXTRACTING FROM ITEMS
- raw gem drops should be very scarce to balance out item drops with multiple gems slotted
- Negative: making items primary source of gems could lead to players hoarding each item for potential future gem extraction
- Positive: finding an item with multiple good gems slotted would pose a choice, either extract one gem from it or maybe use the item instead
That’s it for now, cuz i have to catch Eleanor