Remove Item Level Requirements
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Remove Item Level Requirements
I am not entirely sure the reasoning behind the item-level requirement (possibly giving high powered gear to low-level players without cause?); but it doesn't seem necessary; at worst an occasion of poor RP where gear of value that it doesn't make sense to give it away IC occurs, which shouldn't have to be prevented mechanically; and a low-level player has an easier time leveling, which if they've acquired the gear through their own power, be it buying it, or even smithing it themselves, I would say they have as much right to use it as anyone else.
It's simply frustrating to buy, or especially to craft an item, something made with your hands, but then be unable to equip it because it is 'too powerful' or whatever other explanation your PC can think of to not wear it. At least allow crafters to ignore the item level requirements of the things they themselves make, if not remove the item level requirement altogether.
It's simply frustrating to buy, or especially to craft an item, something made with your hands, but then be unable to equip it because it is 'too powerful' or whatever other explanation your PC can think of to not wear it. At least allow crafters to ignore the item level requirements of the things they themselves make, if not remove the item level requirement altogether.
Gods can we just remove magic already?
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Re: Remove Item Level Requirements
There are FAR fewer restricted items than there used to be, but I believe that the original intent was to prevent characters from getting too large a power boost with items gifted from friends at early levels.
That said, while it made sense in the past, it doesn't make very much of a difference anymore, with writs launching everyone to level 16 in a matter of days.
I'm not bothered by it, personally, but, as mechanics are right now, I doubt if I'd notice any difference if ILRs suddenly vanished.
That said, while it made sense in the past, it doesn't make very much of a difference anymore, with writs launching everyone to level 16 in a matter of days.
I'm not bothered by it, personally, but, as mechanics are right now, I doubt if I'd notice any difference if ILRs suddenly vanished.
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Re: Remove Item Level Requirements
I'm curious what the average time to level 16 actually is. I see stuff like "everybody gets to level 16 in a matter of days" but I feel like it still takes most of us at least a few weeks if not a month. Sure you can do it that fast but it must involve a ton of grinding on top of writs.
Just thinking about it for example I have a character I created two weeks ago, they've done three writs a day in that time (minus one day I was too busy) but no other adventuring or grinding since aside from town RP, and I'm still only level 10.
Anyway the level requirements mostly keep the game a challenge for new players, I suspect, as those who know all the tricks aren't particularly hampered. Keeping the game a challenge for new players is probably a good thing since you only get to have that sense of exploration and the challenge of unfamiliarity once.
Just thinking about it for example I have a character I created two weeks ago, they've done three writs a day in that time (minus one day I was too busy) but no other adventuring or grinding since aside from town RP, and I'm still only level 10.
Anyway the level requirements mostly keep the game a challenge for new players, I suspect, as those who know all the tricks aren't particularly hampered. Keeping the game a challenge for new players is probably a good thing since you only get to have that sense of exploration and the challenge of unfamiliarity once.
Re: Remove Item Level Requirements
i played a few hours each day did the three writs and also helped with others even if i didnt have the writ and hit 16 in six days and wasnt trying at all.
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Re: Remove Item Level Requirements
I think part of the requirements are to keep the game fun for new players. I recall recently I was trying to get a friend into the game and we were leveling in the cordor sewers. A monk came down and asked to join our party so we said why not. He was swinging 20 damage a hit, acid, fire, and neg, and he was killing everything in essentially 1 round while still counting for the writs.
It made it feel pointless for us to keep on and my friend made an excuse left because honestly why were we even there when some dude who clearly either re-leveled or had MASSIVE aid could just sprint through and do it all alone. It honestly wasn't fun for 2/3 of those involved, and removing item caps will just make it worse.
It made it feel pointless for us to keep on and my friend made an excuse left because honestly why were we even there when some dude who clearly either re-leveled or had MASSIVE aid could just sprint through and do it all alone. It honestly wasn't fun for 2/3 of those involved, and removing item caps will just make it worse.
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Re: Remove Item Level Requirements
I feel like this will just introduce more temptation to mule and give a huge advantage to say a level 5 character in a guild willing to give him a moonblade compared to a level 5 character playing solo who is crafting his own gear and relying on an iron longsword at that level. Maybe that's realistic and immersive but it will just encourage/reward muling and OOC cliques even more which we probably shouldn't do. There are also lore reasons for restricting certain items, some magic weapons are semi-sentient and will not allow someone to wield them unless it deems them worthy. I don't think a moonblade would deem some level 5 goon cleaning rats out of a basement as worthy.
“The punishing of wits enhances their authority.”
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― Francis Bacon
Re: Remove Item Level Requirements
In theory one could make a Moonblade at level five with luck and gift of crafting; if they literally made the blade I see no reason they wouldn't be able to wield it, as to muling, if a character is on the same account, they already can't exchange goods, if it's two accounts by the same player, that's against the rules. As for OOC cliquedom, the difficulty of writs isn't being adjusted for those who are given these things, it wouldn't affect those who are either unable to acquire the items other people have, or unwilling to use them.NPC Logger Number 2 wrote: Sun Oct 18, 2020 12:14 am I feel like this will just introduce more temptation to mule and give a huge advantage to say a level 5 character in a guild willing to give him a moonblade compared to a level 5 character playing solo who is crafting his own gear and relying on an iron longsword at that level. Maybe that's realistic and immersive but it will just encourage/reward muling and OOC cliques even more which we probably shouldn't do. There are also lore reasons for restricting certain items, some magic weapons are semi-sentient and will not allow someone to wield them unless it deems them worthy. I don't think a moonblade would deem some level 5 goon cleaning rats out of a basement as worthy.
Gods can we just remove magic already?
Re: Remove Item Level Requirements
With luck is a vast understatement but this isn't about the 1 in 1000 players that gets lucky. Its about the fact that joining up with certain factions/cliques that you know will aid you would give a massive boost to current players over new. As it is you can already get epic armor, and masterly steel weapons for joining up, this would just further create a divide.Skane wrote: Sun Oct 18, 2020 12:30 am
In theory one could make a Moonblade at level five with luck and gift of crafting; if they literally made the blade I see no reason they wouldn't be able to wield it...
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Re: Remove Item Level Requirements
What if the two players get into PVP with each other? What if they are both trying to farm gold to raise money for their political campaign and the one with the moonblade has an easier time farming gold? And what if the devs DO decide to buff some dungeon bosses to stop those level 5 moonbladers from soloing the boss 20 times a day? Iron sword boy is gonna have a hard time even finishing his writs when that happens.Skane wrote: Sun Oct 18, 2020 12:30 am As for OOC cliquedom, the difficulty of writs isn't being adjusted for those who are given these things, it wouldn't affect those who are either unable to acquire the items other people have, or unwilling to use them.
“The punishing of wits enhances their authority.”
― Francis Bacon
― Francis Bacon
Re: Remove Item Level Requirements
It's a 5% chance, so 1 in 20; in the example I gave, and pre-existing players being more powerful is already a thing, they can provide new players with potions that alone would 'put them ahead'. You'll note this '5%' chance is something many people consider good enough to throw expensive items into the basin for success at.With luck is a vast understatement but this isn't about the 1 in 1000 players that gets lucky. Its about the fact that joining up with certain factions/cliques that you know will aid you would give a massive boost to current players over new. As it is you can already get epic armor, and masterly steel weapons for joining up, this would just further create a divide.
I rarely see low levels trying to farm gold for their political campaigns; more often than not it's people with pre-existing funds who try and do so, but even still being new precludes your ability to successfully run a political campaign, you would need connections in the community to successfully win an election. And I have faith the developers wouldn't make that kind of decision.
What if the two players get into PVP with each other? What if they are both trying to farm gold to raise money for their political campaign and the one with the moonblade has an easier time farming gold? And what if the devs DO decide to buff some dungeon bosses to stop those level 5 moonbladers from soloing the boss 20 times a day? Iron sword boy is gonna have a hard time even finishing his writs when that happens.
It seems the main fear of doing this is to prevent OOC clique-dom; but in alot of cases the best gear doesn't even require I-Levels, what's the difference in handing a new player a 5%'d bronze keen weapon, and handing them a Moonblade? At that level they will perform effectively the same, and I would argue the cost is even the same, the reason you do not see this occurring is because of the effort needed to do so; if OOC Cliquedom would result in a tide of new players being kitted in legendary gear without cause it would have happened already.
Gods can we just remove magic already?
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Re: Remove Item Level Requirements
Are people below lvl 30 really running for office? Besides, politics in a settlement is literally faction-based and who you know.NPC Logger Number 2 wrote: Sun Oct 18, 2020 1:29 amWhat if the two players get into PVP with each other? What if they are both trying to farm gold to raise money for their political campaign and the one with the moonblade has an easier time farming gold? And what if the devs DO decide to buff some dungeon bosses to stop those level 5 moonbladers from soloing the boss 20 times a day? Iron sword boy is gonna have a hard time even finishing his writs when that happens.Skane wrote: Sun Oct 18, 2020 12:30 am As for OOC cliquedom, the difficulty of writs isn't being adjusted for those who are given these things, it wouldn't affect those who are either unable to acquire the items other people have, or unwilling to use them.
Re: Remove Item Level Requirements
a 5% chance that they come across Mithril dust, a Star Sapphire as well as multiple other things that are required to even attempt it at level 5? The ONLY way that its even a chance is honestly if someone helps you.
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Re: Remove Item Level Requirements
I think the path to lvl 30 was once relevant to people in their building decisions and now it is far less so, because of how faster it is than it used to be. I wouldnt want this to become even more the case by allowing access to ridiculous gear early on (armor of immolation comes to mind).
KriegEternal wrote:Their really missing mords and some minor flavor things.
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Re: Remove Item Level Requirements
I understand the sentiment, but if we're talking about the path to 30, having gear early on really isn't that huge a deal. These top level items that people like to tout as excessively powerful are really only that when stacked on top of an already maxed build, where that one final point of AB or AC is the deciding factor. The biggest benefits of these items will be felt at the lowest levels, which go by the fastest, anyway. If launching to level 16 - which is where the majority of level locked gear is open - suddenly takes 2 days instead of 3, I really couldn't care less. It's not going to cause any great imbalance on its own. None of it would change the path from 21-30, which doesn't much change anything since writs have made going from 1-21 a triviality.AstralUniverse wrote: Sun Oct 18, 2020 2:30 amI think the path to lvl 30 was once relevant to people in their building decisions and now it is far less so, because of how faster it is than it used to be. I wouldnt want this to become even more the case by allowing access to ridiculous gear early on (armor of immolation comes to mind).
With all of that said, I'm not advocating for ILRs to be removed, I'm only saying that this isn't a valid argument against it.
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New to Arelith? Read this!
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Re: Remove Item Level Requirements
I wouldn't mind seeing item level requirements lowered for items that are only used for leveling or until people get something better.
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Re: Remove Item Level Requirements
It's more a case of it trivializing content aimed at lower levels.
The Team have already removed the ability to get a +5 weapon on low levels for balance reasons, I don't see them removing item level restrictions to cause the same problem.
The Team have already removed the ability to get a +5 weapon on low levels for balance reasons, I don't see them removing item level restrictions to cause the same problem.
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Re: Remove Item Level Requirements
This. Pretty much.chris a gogo wrote: Sun Oct 18, 2020 1:02 pm It's more a case of it trivializing content aimed at lower levels.
The Team have already removed the ability to get a +5 weapon on low levels for balance reasons, I don't see them removing item level restrictions to cause the same problem.
Some of the other arguments here sound a bit like we better off just start at lvl 30 and make it a fixed lvl sever.
KriegEternal wrote:Their really missing mords and some minor flavor things.
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Re: Remove Item Level Requirements
I would like the see the item level limit lowered for loot items.
Currently +2 and +3 weapons require a higher level limit than crafted weapons (I think, or at least they were), which make them pretty useless to find since most people will have made or bought equivalent items already.
I think item level limits in general are a good idea, but I would like to see loot and things found in chests far more valuable than they currently are. And lowering the item level limit for found items would make them more valuable and useful.
Currently +2 and +3 weapons require a higher level limit than crafted weapons (I think, or at least they were), which make them pretty useless to find since most people will have made or bought equivalent items already.
I think item level limits in general are a good idea, but I would like to see loot and things found in chests far more valuable than they currently are. And lowering the item level limit for found items would make them more valuable and useful.
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Re: Remove Item Level Requirements
Now, that just gave me an idea. What if loot items had their ILR removed only for whoever opened the container holding them? So, if you find that rare +3 sword before reaching level 13, you've earned the right to use it, but you still can't build up a twinking stockpile for your buddies.Griefmaker wrote: Sun Oct 18, 2020 7:35 pmI would like the see the item level limit lowered for loot items.
The Beginner's Guide to Factions
New to Arelith? Read this!
This is not a single player game. -Mithreas
You have enemies? Good. That means you've stood up for something, sometime in your life. -Winston Churchill
New to Arelith? Read this!
This is not a single player game. -Mithreas
You have enemies? Good. That means you've stood up for something, sometime in your life. -Winston Churchill
Re: Remove Item Level Requirements
Or at least for the members of the party, usually people will have one person carry loot and distribute later.The Rambling Midget wrote: Sun Oct 18, 2020 7:52 pmNow, that just gave me an idea. What if loot items had their ILR removed only for whoever opened the container holding them? So, if you find that rare +3 sword before reaching level 13, you've earned the right to use it, but you still can't build up a twinking stockpile for your buddies.Griefmaker wrote: Sun Oct 18, 2020 7:35 pmI would like the see the item level limit lowered for loot items.
Gods can we just remove magic already?
Re: Remove Item Level Requirements
I won Cordor chancellor at level 17 and held it for 3 RL months.CorsicanDoge wrote: Sun Oct 18, 2020 1:57 amAre people below lvl 30 really running for office? Besides, politics in a settlement is literally faction-based and who you know.NPC Logger Number 2 wrote: Sun Oct 18, 2020 1:29 amWhat if the two players get into PVP with each other? What if they are both trying to farm gold to raise money for their political campaign and the one with the moonblade has an easier time farming gold? And what if the devs DO decide to buff some dungeon bosses to stop those level 5 moonbladers from soloing the boss 20 times a day? Iron sword boy is gonna have a hard time even finishing his writs when that happens.Skane wrote: Sun Oct 18, 2020 12:30 am As for OOC cliquedom, the difficulty of writs isn't being adjusted for those who are given these things, it wouldn't affect those who are either unable to acquire the items other people have, or unwilling to use them.
Re: Remove Item Level Requirements
Level 17 is a day off of epics, they're not necessarily a new player if it's at that point.TimeAdept wrote: Sun Oct 18, 2020 9:05 pmI won Cordor chancellor at level 17 and held it for 3 RL months.CorsicanDoge wrote: Sun Oct 18, 2020 1:57 amAre people below lvl 30 really running for office? Besides, politics in a settlement is literally faction-based and who you know.NPC Logger Number 2 wrote: Sun Oct 18, 2020 1:29 am
What if the two players get into PVP with each other? What if they are both trying to farm gold to raise money for their political campaign and the one with the moonblade has an easier time farming gold? And what if the devs DO decide to buff some dungeon bosses to stop those level 5 moonbladers from soloing the boss 20 times a day? Iron sword boy is gonna have a hard time even finishing his writs when that happens.
Gods can we just remove magic already?
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Re: Remove Item Level Requirements
hey, is your group recruiting?mjones3 wrote: Sun Oct 18, 2020 1:02 am As it is you can already get epic armor, and masterly steel weapons for joining up
Re: Remove Item Level Requirements
Moving the goalposts. This was pre-writs, pre-Adventure Mode and not the question asked.Skane wrote: Sun Oct 18, 2020 9:28 pmLevel 17 is a day off of epics, they're not necessarily a new player if it's at that point.TimeAdept wrote: Sun Oct 18, 2020 9:05 pmI won Cordor chancellor at level 17 and held it for 3 RL months.CorsicanDoge wrote: Sun Oct 18, 2020 1:57 am
Are people below lvl 30 really running for office? Besides, politics in a settlement is literally faction-based and who you know.
Re: Remove Item Level Requirements
Straight up what item are you trying to use? The lower tier craftables scale pretty well, and, I mean. Writs.
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