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another gear system idea

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Radiac
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another gear system idea

This just struck me out of the blue.

In poker, there are 4 suits and 13 ranks that cards come in (from the 2 of clubs to the ace of spades) and then you use those cards to form hands of different combinations, which are evaluated based on the odds of that hand happening. So like, a hand of four of a kind (say four "twos") is always better than a "full house" (three kings and two aces). But within each type of hand the different ranks of the cards breaks ties.

Would it be possible to make Augments and Refinements in such a way that your outlay of items in a power can be done something like this? I'm not suggesting using suits and ranks exactly like in poker, but if there were two different categories or descriptors that every Augment and Refinement had, you could then mix and match them to form meaningful arrangements in powers. You might make the higher "rank" stuff rarer and the lower ranks more common, then you could give players the choice of making 4-of-a-kind hands for their powers out of largely common "dueces" type items, with the occasional power getting the rarer "kings and aces" stuff. Or you could choose to put like pairs of high-rank items into individual powers in order to spread the wealth a little. You could have different types of global buffs for different "hands", but the actual value of the "deuce" item is always slightly less than the value of the "three" item, etc. This way, the ultimate goal for all powers would be to have a "royal flush", you would probably take along time to get to the point with your favorite toon, and in the meantime you'd be using a lot of other "hands" to make your powers work and provide some global buffs on the side.

Of course, in a system like this, the low rarity stuff will be all over the place, and as such the 4-deuces hand is artificially high in value compared to the pair of aces hand, so you might have to redo the values of the hands.

R.S.O. of Phoenix Rising

Huckleberry
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I like the concept.

I like the concept.

You found the fundamental flaw in the example you posited. The reason four twos is valuable in poker is that there are only four twos in the entire deck. The game wouldn't suffer from the same restriction.

So, how could we make your idea functional? I'm going to stick with your playing card model for illustration purposes. Perhaps we give all the cards lifespans. The lower the face value of the card, the shorter its lifespan. So if you want to keep a hand of four twos you'd better be up for continually refreshing it... and thereby potentially sacrificing your chances at improving your hand? Just brainstorming here, but I really like your idea.

[hr]I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.

Radiac
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I wouldn't necessary rule

I wouldn't necessary rule that life span idea out, but I think the devs would, based on other things I've read on these forums in the past. The basic idea is that players will have like 100-ish items slotted into powers and trying to track which are about to expire is a total pain when there are that many.

Another idea would be to just make the really rare stuff work this way, so that you have to craft stuff that compliments the stuff you find at random, maybe? Then the stuff that's common and plentiful when slotted in powers would be "dud" cards, essentially.

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doctor tyche
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You're actually not that far

You're actually not that far off.

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Lin Chiao Feng
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Huckleberry wrote:
Huckleberry wrote:

You found the fundamental flaw in the example you posited. The reason four twos is valuable in poker is that there are only four twos in the entire deck. The game wouldn't suffer from the same restriction.

Or would it? Maybe you only get one "deck" for your whole [i]character?[/i] So yeah, go ahead and pile four twos into that one power; you have none left for the rest.

[i]Has anyone seen my mind? It was right here...[/i]

Radiac
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There's an idea, make a set

There's an idea, make a set of unique, highest rarity Augments and Refinements that everyone can make ONE of, and when you have made them all, you've got the full "deck" to play with. I would make them character bound on creation and make them available to players only via crafting them oneself. I'd also make sure the full deck size is less than the total number of slots a character will have by the time they get to the level cap (and beyond).

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Radiac
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In GW2, the different named

In GW2, the different named types of gear (Berzerker's, Assassin's, Viper's, Minstrel's, etc) all have different combinations of buffs to different stats. There's even one, (Celestial) which gives a small buff to all categories. Buffable stat categories would be things like toughness, health, power, condition damage (like DoT), ferocity, precision, etc. Berzerker's gear gives a large buff to Power (effects non-crit, non-condition, "standard" damage dealt) and medium buffs to Ferocity (effects crit damage) and Precision (effects crit frequency), for example.

I don't know what sorts of things a set of Augments or Refinements could give global buffs to in CoT, but you could think of the different types of stat buff comboes as "suits" in the "deck" or even as different "decks" entirely. You could have people trying to get all the "ace" Augments and Refinements for all the decks and just use them, then force them to have to build other stuff first. So like, maybe you need to build all the "twos" before you can build a "three" and all the "threes" before you can build a "four" etc. So like maybe you can get one entire "suit" done in like a month and then it takes a longer span of time to do the other suits and complete the deck. Then a few years out you can roll out a whole new deck entirely.

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blacke4dawn
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You bring up some fairly

You bring up some fairly interesting points.

Personally I wouldn't make this part of the "base gear" progression, or whatever you want to call it, but rather limit it to the set system specifically by making it a form overlay system. By that I mean it would effectively be an independent system that works on top of the normal augment/refinement system. I would make it so that you could assign one "card" per slot in a power and that each "hand" would give a specific set-bonus determined by that power, and if the value of the "cards" would determine if you win over one with the same "hand" then it would also influence the magnitude of the set-bonus.

Grimfox
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Doctor Tyche wrote:
Doctor Tyche wrote:

You're actually not that far off.

[img]http://s2.quickmeme.com/img/e9/e9a2295b3db9b45c8f5484a09033c1c71cf88e3375bb7ff60456bc81c29a4e04.jpg[/img]

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