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One excellent example (actually might even be The Best Example) of how crafting can be done is Last Epoch.
--edit--
And before anyone says a word about guides, please don't. If a crafting system needs an external guide for people to have even a vague grasp of how it's done, it's not a good system. The system ITSELF should explain how it works.
Ok, so based on above statement I can apply your own words this way then:
What are you even asking here? Rephrase the whole question or specify what you mean by your question? Since at this point it's basically the same as saying "why are there some stats in the game? I didn't need those stats so why are they there?". Why is there soul shop? Why is there defense stat? Same type of questions.
As for Tyyne, what are you even talking about? Are you even talking about this game, I really don't get it.
This exactly how it works, you see all the slots and the list and what happens when increasing levels.
What's random? You choose very deliberately and very specifically what you're upgrading. What randomness are you talking about? The fact that gear drops have random attributes? That's absolutely irrelevant to crafting, which is very exact with no randomness.
All your statements just make no sense.
Z rank boot move speed mod that's purple (dark blue?) in the secondary positive modifier slot will upgrade the same as the Z rank light armor purple (dark blue?) move speed mod.
It will be the same bonus. It's not random at all. I definitely didn't need a guide to learn that. I put the mod on different armors and saw it does that. I share the guide for crafting for people who ask, but when the gear came out I learned by messing with it. It's part of the game to me, and that part of the game is fun.
Granted I do keep a mouse nearby for my setup and agree it would be frustrating to make two full sets at least of gear for any avatar I looked to use with a controller even now.
But otherwise, the inventory set up is amazing. The depth and options of it. And I also didn't need a guide to tell me that, even though I do share a guide at times because there is one now. In trial and error (with a mouse handy, admitted) it is all very intuitive.
And once armor sets are established in load outs... That's pretty well streamlined for my need.
I keep three sets for avatars I like:
1) the trainer's glove and knight amulet set to open the game if I want to use them
2) early armor set
3) late game set
And then as needed I swap expert's monocle in and out with a controller.
How do I get additional slots? Can I even get additional slots? Do different items have different slot amounts? What is the maximum amount of stat slots? What can I insert in different gear types? Do different gear types only get certain stats or can I insert whatever I like into whatever gear type? What does item ranking or the rarity actually do on the item?
See? There's quite a bit of info that is missing from the crafting. It does not "work exactly like that".
As it says in the actual forge, and other places, primary stat mods have their own number of secondary stat mods for that gear. It says that.
So one primary stat mod will say "2 secondary mods, 1 negative mod." Or, "4 secondary and 2 negative." Whatever.
After playing for a bit, I would hope it would be noticed that some avatars can use a shield and thicker looking armor. Others can use capes and what's labeled as 'light armor.'
So, yeah... in any game I wouldn't assume heavy armor would get the option for move speed bonus.
The max secondary stat slots possible is both in the encyclopedia and something to discover by playing the game. Doing challenges. To me, I didn't need a guide for that.
For me it wasn't about having a million stat mods on a single piece of gear as finding a combination between positive and negative modifiers that open up at reasonable levels and still work for my play style, even in late game gear sets.
As I said above, I personally learned what the gear ranking/rarity does to the mod by looking at the base stat before I added it, and then putting it on the gear.
Like move speed in the list of all secondary modifiers has its own base stat.
When the move speed mod is put on a piece of gear, the move speed stats for that particular gear go up off the quality / rarity of that gear.
That's... pretty obvious to me. But maybe you meant something else?
I'll see if I can find that section in localizer, and if it's unlocked, offer some suggestions later this week.
Plexus (dev) wouldn't design the game / tutorial to be frustrating intentionally. There is a lot to the details for a small dev team. Dude is working hard to improve.
All feedback helps. I've always said if I can't explain something clear and plain it's my insecurity / short coming / lesson learned to fix. Just another player here but the project does impress me and has kept me entertained through a number of rough hospitalizations the last few years. Maybe that's why I had so much time for trial and error and I'm forgetting that.
Like... when I heard we could do multiple challenges at a time... I said 'sure.' I completed that and I got an adaptive greaves, gloves, helmet, boots, whatever off the challenge set. I looked at them and saw that they had 5 optional positive secondary slots. But I knew that from doing the challenge run as a set and looking at what the gear had.
Personally, I'm not a big fan of the adaptive gear set, which technically has the most positive slots on average. I've kept them, but don't use them.
Don't hyperbole, please. I am not the only one having trouble understanding the crafting system.
"Equipments are made of PRIMARY modifier, which can slot various positive or negative SECONDARY modifier."
The broken english is not exactly helping here and leaves too much up for interpretation. That implies that a primary modifier does nothing but opens up secondary modifiers, which does not make any sense: why would a primary modifier do nothing else? Or does it actually give me a primary modifier AND a secondary modifier, which can be negative or positive? Why do I have to go to the encyclopedia to see that text? Why isn't the crafting system telling me this?
Another good example the game does not tell you straight, you need to find out all by yourself. And no, I don't mean that the game should hold my hand, I mean that the game should actually tell me stuff straight up.
Again, why does not the crafting system tell this? Why do I have to go out of my way to find information of basic mechanics?
The modifier has its rarity. All modifiers have their own rarities. But yeah, once they're put on gear, all mods we put on primary, secondary positive and negative slots will go up by the bonus given by that gears' rarity also.
And that bonus is consistent for all gear quality / rarity relative to all modifier quality / rarity. That part of gear / equipment is not random at all, it is consistent.
Agreed.
I know, I have much respect for the developer since they are the most active/responsive developer I have ever seen anywhere.
Yeah, I agree these questions probably would come to mind to most people. This now makes perfect sense :)
The previous statements were probably either not phrased that well or missing some context, since they just contradicted what actually was in the game, so there was no way to understand what you meant.
Some overall broader explanation would actually help, since for some of these questions you're not supposed to get a full answer, but at least you should be given info know what to expect or where to find some details. I've actually had similar questions initially.
I'll try directly answering your questions, and for some I agree, it should be explained in the game.
1. How do I get additional slots?
The slots are part of the "Primary" modifier. So gear is basically comprised of these things: the item itself (helm, boots, etc.), then the Primary Stat Modifier, which has some stat and also the secondary slots. So for example a "Movement Speed" primary stat modifier will always have "1 Positive, 1 Negative" additional slots, or "Defense" primary modifier will have "2 Positive, 1 Negative" additional slots. This is not clearly explained in the game (if it is, then the phrasing isn't good as I couldn't see it being clearly written anywhere)
2. Can I even get additional slots?
Part of the above answer. You'll need to use certain Primary stat attributes that contain more slots. I think generally weaker Primary stats have more slots. Oh, there's also "Adaptive" items (I don't think this is explained in-game). For example I have a helm that's simply named "Adaptive Helmet", which doesn't contain any Primary stat slot, but simply many secondary stat slots (3 positive, 1 negative).
3. Do different items have different slot amounts?
In a way yes. Purely depends on what Primary Stat modifiers that item type has.
4. What is the maximum amount of stat slots?
I haven't unlocked all item modifiers, so can't say. But I think this is something that becomes clear after you unlock all the Primary stats, since amount of slots depends on them. I don't think the max amount should be stated anywhere, since it's part of unlocking the Primary stat and then finding out how many slots it has.
5. What can I insert in different gear types?
Can be seen in encyclopedia for gear modifiers. I'm not sure if there should be a list, as it once again depends on what you have unlocked. I think the game more clearly saying that the amount of slots depends on the Primary stat and saying that you'll unlock more Primary stats later on would help. Then it's just checking in encyclopedia what you have unlocked.
6. Do different gear types only get certain stats or can I insert whatever I like into whatever gear type?
Certain gear types have certain types of stats. It seems on all gear can get all the stats. This is not explained in-game I think, so it would help if explanation would be added. As for what stats are limited to what gear, I think shouldn't be answered. You need to unlock the modifiers first and then can check in encyclopedia. You can also directly see what's available when trying to craft, it lists all available attributes for that item type that you have unlocked.
7. What does item ranking or the rarity actually do on the item?
Item ranking I also have no idea. Obviously bigger=better, but also depends on actual stats if you consider it better or not.
Item rank and Item levels however, they simply make the stats bonuses stronger. So defense stat added to F-Tier Lvl 1 gear is weaker than F-Tier Lvl 5 gear. C-Tier Lvl 1 would be even stronger. Each rank has 10 lvls, once it reaches lvl 10, it can be upgraded to next rank. This is something that I don't think is explained well in-game.
Hope that helps somewhat :) The "tutorial" part in encyclopedia that has some explanation about equipment isn't clear enough, and phrased in some parts a bit confusingly, so I agree that part could be improved.