I like when each equipment slot has distinct bonuses associated with it. Especially when they are related to a specific part of the body in a "logical" way. Examples:
Belt upgrades allowing for more potion slots
Choosing between boots that allow silent movement or faster running
Helms that grant night vision or immunity to sleep
Gloves with accuracy or casting speed bonuses
Strong agree.
I don't really enjoy applying separate armor to shoulder/leg/calf/ankle/foot or when there are lots of small stat upgrades.
Less slots means there will either be a lot less loot(doesn't happen because people like loot) or a lot of small upgrades. With a bunch of slots it's easier to stagger the loot such that you get meaningful upgrades.
We just have different preferences. I would be fine with only 4 body armor upgrades across an entire game.
I also don't agree that designers restrain themselves in that way when there are many slots or that they consider the upgrade interval holistically outside of a looter shooter.
The paper doll should be a full 3D mesh, with all items requiring you to manually place it on unoccupied space on the body, but with realistic joint movement inhibition and arm swing drag if you overload. Simulate every ring (10 rings? Nah, we can stack 3-4 on a finger if they're thin), shirts under armor, helmets that slow your vision turn speed, etc.
Also, better hope the ring size matches your fingers. Yes, each ring and bracelet and shirt will have a specific size modifier. Bracelets can become anklets if you're thin enough.
I like when each equipment slot has distinct bonuses associated with it. Especially when they are related to a specific part of the body in a "logical" way. Examples:
Belt upgrades allowing for more potion slots
Choosing between boots that allow silent movement or faster running
Helms that grant night vision or immunity to sleep
Gloves with accuracy or casting speed bonuses
Strong agree.
I don't really enjoy applying separate armor to shoulder/leg/calf/ankle/foot or when there are lots of small stat upgrades.
Less slots means there will either be a lot less loot(doesn't happen because people like loot) or a lot of small upgrades. With a bunch of slots it's easier to stagger the loot such that you get meaningful upgrades.
We just have different preferences. I would be fine with only 4 body armor upgrades across an entire game.
I also don't agree that designers restrain themselves in that way when there are many slots or that they consider the upgrade interval holistically outside of a looter shooter.
I have never observed any relation between # of equipment slots and frequency of loot, therefore more slots means on average you will go longer between upgrades for a specific piece.
Once again, Siege of Avalon does a great job of this. There are a lot of armor slots, and some types of armor can be placed in more than one slot that let's you have layers. I do wish there was more than 3 trinket slots, though.
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You may as well not bother replying to my posts if it's to argue anything except concrete facts or your personal opinion. I still probably won't see it.
Reject your retarded-wing political programming and learn to think.
If you can.
Wondering why a Morrowmerchant would ever sell a single boot and then be stuck with the other
Gloves/gauntlets, too.
Pauldrons barely tolerable as singles, but may as well make them part of torso armor, otherwise why not have gorgets and aventails as well as couters and poleyns?
Last edited by Rand on May 3rd, 2026, 15:39, edited 1 time in total.
You may as well not bother replying to my posts if it's to argue anything except concrete facts or your personal opinion. I still probably won't see it.
Reject your retarded-wing political programming and learn to think.
If you can.