Equipped item limit?

I wonder what people are feeling about the new limit of 4 items equipped?

While I am generally positive about the idea I found in my last game it led to some tedious micro.  Each of my heroes had at least one +sight item (some had two).  I was equipping and unequipping these items in favour of combat items (+3 cold attack, +1 poison, whatever...) just about every turn since I wanted the extra sight but did not want to lose slots in combat. 

Okay cheesy but I'm curious of other peoples experience of this feature.

6,934 views 21 replies
Reply #1 Top

The rule pretty much has to be there to keep champions in check. Although some items, perhaps, could be exempt from the rule if they provide a very minor advantange, such as +1 sight.

Reply #2 Top

I think it's fantastic.  It makes those items meaningful, and it's one of those limitations that actually increases choice by making the choice of what items to use meaningful.  I didn't even look at items really before, it had a bonus so I equipped it.  Now I have to make intelligent choices that help me specialize heroes and units, making both more interesting.

Reply #3 Top

I hate it. I expect we will be getting a proper system that allows one amulet, 10 rings, two orbs, etc... 

But it's fine for the beta.

Reply #4 Top

Quoting seanw3, reply 3
I hate it. I expect we will be getting a proper system that allows one amulet, 10 rings, two orbs, etc... 

But it's fine for the beta.
End of seanw3's quote

10 rings? What, you don't have fingers in your feet? :p

But I agree with a different limitation than "Just 4 items" or what we had before (the champions resembled Mr. T).

Reply #5 Top

I'm not opposed to a system that limited the items based on where they are placed, but 10 rings are too much.  I would prefer old D&D rules of 2 rings.  So one amulet, 2 rings, and 2 Misc sounds like a fair compromise to me.  But to be honest, just 4 is also good.  Allowing 10 rings seems to defeat the purpose of a limit.

Reply #6 Top

Rings are the weakest items and the cost will add up. IRL I have had more than 3 rings on a finger before.  :cylon:

Reply #7 Top

But magic ones have magic rules.  Magic rings are jealously things, they refuse to work in the presence of too many other magic rings.  If you don't like that rationale, then substitute anything else as the rule for magic doesn't really need to make sense, but the bottom line is for balance.  And 10 is too much.

Reply #8 Top


Ughh. I don't like the sound of having to Micromanage my items every turn to get the most benefits.

 

I'm not sure how to solve that without making the game less fun. I know somebody is just going to say "don't do it then" but I'm not satisfied with that solution because, 1. It is now the optimal strategy, and 2. The AI SHOULD be programmed to take advantage of all options available to it, including swapping equipment every turn. Therefore, I'm immediately at a disadvantage for not taking my ring off every day and using my telescope, then putting my ring back on and attacking the enemy I spotted. If the AI does NOT do this, then I have a cheese tactic that gives me an advantage, and we're supposed to report those.

 

Perhaps there should be no limit to accessories that provide no tactical combat advantage, like a telescope.

or

Each item slot can only be swapped once per day, preventing the receiving of bonuses from multiple items in a single turn.

 

I guess neither of these solutions are ideal, but they are certainly better than the current implementation.

Reply #9 Top

I find it a bit stupid that you guys are complaining about micro-managing. Every other RPG and adventure game in history has some sort of limit. Deal with it.

Reply #10 Top

It's definitely an improvement to have a limit, and 4 items is simpler then 2 rings, one amulet, etc, and will actually lead to less micromanagement than that would.

Reply #11 Top

Quoting Heavenfall, reply 9
Every other RPG and adventure game in history has some sort of limit. Deal with it.
End of Heavenfall's quote

 

I don't think anyone was complaining about the item limit. In fact, most of us agree that it is an improvement. What we were trying to address is that the system is still not ideal. Some people feel like discussing potential improvements or pitfalls on these forums is what we're all here for, and "Deal with it" is sort of the opposite of that idea.

 

Just sayin'

Reply #12 Top


Some items should definately be exempt. A non-combat oriented item such as the telescope is a good candidate. Horses are exempt and they fall under equipment as well. It likely wouldn't be too hard to create a secondary category of equipment for this purpose.

Reply #13 Top

Quoting Chalkbot, reply 11

Quoting Heavenfall, reply 9Every other RPG and adventure game in history has some sort of limit. Deal with it.

 

I don't think anyone was complaining about the item limit. In fact, most of us agree that it is an improvement. What we were trying to address is that the system is still not ideal. Some people feel like discussing potential improvements or pitfalls on these forums is what we're all here for, and "Deal with it" is sort of the opposite of that idea.

 

Just sayin'
End of Chalkbot's quote

Which is why, you'll notice, that I didn't say discussing those things were stupid - only complaining about micro-managing.

 

Just sayin'

Reply #14 Top

I would much rather have a dynamic limit.  Just as theirs a pack-mule encumberance, I would like to see an variable equip limit with different types of champions being able to equip different amounts and different types of items.

 

For now a item per champion limit seems fine, but as a future direction this being a modifiable trait seems interesting and intuitive to me.

 

-tid242

Reply #15 Top

I don't like the limit.  I'd be fine with no limit except scarcity &/or price of really worthwhile items.

I think strong champs are the whole point of this genre, and they have over-nerfed them in beta-2 with the item-limit and the XP changes.

Reply #16 Top

Quoting seanw3, reply 3
I hate it. I expect we will be getting a proper system that allows one amulet, 10 rings, two orbs, etc... 

But it's fine for the beta.
End of seanw3's quote

 

I'd rather have 1 amulet, 2-4 rings, and 2 random accessories (compass, etc) -> I'd like THAT to be the limit :)

 

 

ONE amulet

FOUR (or two) rings

TWO random accessories

Reply #17 Top

random accessories being

-> Compasses

-> Poison Sacs

-> Rock of Hate (or whatever that is)

-> Fire Crystal (not the ring but the rock thing)

etc

Reply #18 Top

IMO they could raise the limit a bit.  With the new experience rules I only use one champion per stack, and I usually can't afford more than two good stacks early on, and later on most of the monsters are dead, so there isn't any point in creating another stack unless I am going to war, so my copious amounts of loot are usually distributed to my Sovereign and a secondary champion.  The excess goes to all the champions I recruited just to keep them away from other players.  Those champions just sit in my cities as free defense and they don't ever level.  The Adventurer's Guild is completely ineffective at giving experience to idle champions.  One experience every year?  Yay!  In 100 years I can gain a level!  More than a couple champions is really kind of pointless now, but there is still all that loot.

Reply #19 Top

I think the item limit is great, but the UI should reflect it:

1 slot of the equipment area should have an almost transparent torso icon, 1 slot of the equipment area should have an almost transparent amulet icon, 2 slots of the equipment area should have almost transparent ring icons, ... 

Reply #20 Top

Quoting DexCisco, reply 18
IMO they could raise the limit a bit.  With the new experience rules I only use one champion per stack, and I usually can't afford more than two good stacks early on, and later on most of the monsters are dead, so there isn't any point in creating another stack unless I am going to war, so my copious amounts of loot are usually distributed to my Sovereign and a secondary champion.  The excess goes to all the champions I recruited just to keep them away from other players.  Those champions just sit in my cities as free defense and they don't ever level.  The Adventurer's Guild is completely ineffective at giving experience to idle champions.  One experience every year?  Yay!  In 100 years I can gain a level!  More than a couple champions is really kind of pointless now, but there is still all that loot.
End of DexCisco's quote

As I explain here, the real problem with the Adventurer's Guild is that the fact that it reduces recruitment costs by 25% is not mentioned anywhere in the description. The building needs work, but there is some logic to it.

Reply #21 Top

Hmm. 25% you say?

Great Synergy with "natural leader" there ;)

 

Anyways, I think (assuming we keep the same Faction Traits) either Natural Leader or Exploration should add less Champion 'exp penalty' to its list of effects.

(or even a bit from either trait ... currently Exploration is just a lame 'tech trait' so maybe it should be added to Exploration ... as natural leader is already pretty good)