Equipment requirements

Talk about the mods or features you'd like to see in Daggerfall Unity. Give mod creators some ideas!
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Jay_H
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Equipment requirements

Post by Jay_H » Sat Mar 28, 2020 10:22 pm

What about minimum requirements to use certain kinds of equipment? I believe that's something Hazelnut added for custom armor.
Perhaps minimum level 6 to use Ebony armor, level 8 to use Effect: Disintegrate magic items, etc.
Or minimum attributes for them but I think that's a tougher requirement, based on Daggerfall's attribute system.
Diablo 2 gated equipment use based on levels and attributes, to make sure the game couldn't be "broken" too easily by gifting/finding very good stuff early on.
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In-progress guide for Quest Pack 1 here.

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pango
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Re: Equipment requirements

Post by pango » Sat Mar 28, 2020 10:55 pm

I'm thinking about that from time to time, if anything an interesting alternative game mechanic in an unscaled world...

I think it would make sense at very least for weapons; They're dangerous objects, and if not trained on their usage I guess you're more likely to hurt yourself than your opponent.
The mages guild also gives some kind of warning against haste in the learning and use of magic when you join them...
I'm not totally sure how it should work for armors, but I'm cool with the idea of requirements for armors too.
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

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Hazelnut
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Re: Equipment requirements

Post by Hazelnut » Sat Mar 28, 2020 10:57 pm

Jay_H wrote:
Sat Mar 28, 2020 10:22 pm
What about minimum requirements to use certain kinds of equipment? I believe that's something Hazelnut added for custom armor.
Not quite, what I did for the custom armor service is to limit the materials available to player based on level otherwise the quest and service you get as a reward for success woul break the level system of the game. It's a service where you can buy any armor piece in a higher tier material without needing the RNG to roll it for a shop shelf or enemy/pile loot and I wanted it to be a way to complete a set of armor for looks without needing to wait on the RNG, and not a short cut to Daedric. Myself, I needed Orcish gauntlets for Una, and they were very unlikely to drop.

Given the way the loot system works, I don't really see the point of having use requirements - that would only really be relevant if high level items can drop which they cannot until you are high enough level.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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