I would like to see more built items in Gear Quest
You have quite a basis here to start making built items. For instance the dragon hunter's Amulet, and the Virus Infected Plate are both built items, and what with the elven amulets, cursed skulls, and werewolf fangs, you could add more like a a dragon scale in the magma pits, and bone fragments in the cave of the dead. Then you can continue on with the ideas in haven of selling/creating amulets and chest armour in the quest area. For instance you could implement a smithy (blacksmith), that would require collecting these everyday items (cursed skulls, elven amulets, werewolf fangs, and some other such things) in large amounts and paying gold to get a cool looking piece of gear (or an ordinary piece of gear,). Not all of these built items should be legendary probably the opposite, and they don't even have to be magic with a special effect. You could even make dragon scales and a price equal a dragon armour, like so:
5 Dragon Scales + 20 gold = Dragonhide Leggings
7 Dragon Scales + 30 gold = Dragonhide Helmet
10 Dragon Scales + 40 gold = Dragonhide Shoulders
20 Dragon Scales + 50 gold = Dragonhide Chest
Now you can mess with the prices, and even how you add the smith. I like the way you added the Auction House, so you have to be in town to get to there. But this doesn't have to rely just on dragon scales (which I just made up) You could do this with cursed skulls and werewolf fangs to create bone armour. Anything really. And I would love to see this idea more fully realized, and if you need more detail, (or need to know why I spell armour with a "u") my email address is metricjester@gmail.com
I also appreciate the amount of time and effort such an idea would take, which is why I'm willing to help with the item creation as much as I can. I have a few ideas already for bone armour.
5 Dragon Scales + 20 gold = Dragonhide Leggings
7 Dragon Scales + 30 gold = Dragonhide Helmet
10 Dragon Scales + 40 gold = Dragonhide Shoulders
20 Dragon Scales + 50 gold = Dragonhide Chest
Now you can mess with the prices, and even how you add the smith. I like the way you added the Auction House, so you have to be in town to get to there. But this doesn't have to rely just on dragon scales (which I just made up) You could do this with cursed skulls and werewolf fangs to create bone armour. Anything really. And I would love to see this idea more fully realized, and if you need more detail, (or need to know why I spell armour with a "u") my email address is metricjester@gmail.com
I also appreciate the amount of time and effort such an idea would take, which is why I'm willing to help with the item creation as much as I can. I have a few ideas already for bone armour.
10
people like this idea
I like this idea!
Tell me when this idea gets some attention.
The more people who like this idea, the more it gets noticed.
The more people who like this idea, the more it gets noticed.
The company has this under consideration.
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Inappropriate?Bumping for exposure! I hope that this will be a future feature, and encourage everyone to take a look and start talking about this
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Inappropriate?bump
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Inappropriate?Even though no one else has replied to this topic I am still quite interested in seeing a few more built items in Gear Quest. I would like to see some bone armour (chest) made out of skulls and fangs, and it could have
+5 armor
+10 agility
+250 health
special ability:
(1% to 10%) chance of 50% extra gold from monsters.
I’m happy
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Inappropriate?sounds interesting!
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Inappropriate?it's a nice concept, I had just been going over a few ideas of the same nature in my head not 20 minutes ago. More built items would be cool, and maybe even the ability to craft items all your own for even basic tools and weapons. Maybe even add a skill system specificly for crafting such items that include bonuses based on your class. For example a fighter can make swords better than staves. On that note perhapse a few more classes too? Like a beast master, able to train pets and or mounts or even a ranger for making bows.
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Inappropriate?I'd like to know what the developers think of this idea. I mean it is up to them if this gets done or not, so what do you think?
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Inappropriate?This would make gameplay mcuh more enjoyable... Great idea!
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Inappropriate?They probably think you want them to put more items in the game based on the title, it should have said crafting or been worded better..
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I think I see your point there. But my idea is not for the player to craft these items but for a blacksmith to craft them. We already have a couple more "built items" in haven, my suggestion is to expand this idea and add a blacksmith in order to build the less common items from more common items. -
Inappropriate?I think GQ is in a class of its own. It has much more depth and invlovment than other FB games. Introducing player crafting would really help it stand out. This really would be a 5 star feature. Definatly worth considering IMO
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again, I wanted a blacksmith shop so we would have more to do in haven. -
Ahh, see what u mean. I just emidiatly thought 'crafting'. -
Inappropriate?but it is crafting, it's just using a blacksmith shop instead of being able to do it on our own everywhere.
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Yeah I just meant crafting based on the component requirements, I like the idea, back when it was posted there weren't many items in the game that everyone didn't already have so it could have looked to the devs like another post asking them to hurry up and add more items. I hope they end up looking at this and at least commenting. -
me too! I don't want this to be just another "add this item, add that item" thread. It's much much more than that, and I glad you guys see that now. -
Inappropriate?i would like to be able to upgrade my items. If you had the choice to add say 5 (or however many) points to items anywhere you like then people would have the same equipment but their stats would be vastly different and i think it would make the game even better. Anything that gives the chance to have more variation in character stats from the next guy is going to be a good thing.
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Inappropriate?I'm still gunning for a blacksmith shop, but the devs just haven't taken a look yet. I'm a patient sort, so I'll just wait until someone takes a look a this idea. Anyway I'd like them to give crafting a chance, so we can build these rare items from common ones!
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Inappropriate?Hmm.. okay. =) I like this idea.. but I have an infinite playlist of features to implement on GQ... if we had 50 employees working on it, I'd be happy that everything I wanted done, would be done. But it's just me. So, something that I find endlessly annoying is that I have to do some EXTREEEEEEEME prioritising.
But like I said, I like the idea, and think it would work well.. I was actually thinking of something similar to do with potions, having an apothecary.. and players have to collect ingredients / herbs magic items etc.. then try combining these in various ways to create new spells. I reaallly want to have time to do that.. but I'd need some dedicated time to get the logic perfect, tis not the kind of thing to do halfheartedly! (another nudgedy nudge wink: invite everyone you know, or go gold so that we can grow.. then it'll be quicker! Seriously, if we could afford just a single additional employee, everything would happen twice as fast!! Grovelling over) =D
Well anyway, expand the idea and I could perhaps push it up my priority list.. how would it work? People would randomly guess combinations of items, and hope that it produces an item? Would it work in a way similar to questing, only with more items (i.e. like The Goblin Slayer)? Would the items be extinguished/destroyed on a failed attempt? Only work on non-equippable items? Require a fee to create or training in blacksmithing? Have a play around with the idea.. I'll check up on the thread in a couple of weeks, and see what you've got! -
yes originally just like the goblin slayer, the horse, the virus infected armour, and even the new mount (whatever that thing is called). -
Inappropriate?I am generally a person who likes accomplishing something. I currently think it would be neat if you had to do some "side-quest" that takes you away from the main storyline for a bit to learn how to craft items. After you have the skill, it could be like level 1 and improve as you use it (which would mean you could fail, and destroy the components you gathered).
Also, I think it would be really nice if the combinations for items were different for different people so we couldn't just make a master list of all the current "recipes." After you discover a recipe yourself, it would hopefully store it so you could attempt it again if it worked without having to record this stuff outside the game. -
nice ideas nick :) -
nice ideas nick :) -
Inappropriate?yes i agree. have the option to upgrade an item and the higher the item upgrade. the higher chance of destroying the item completely. this will force the players to continue buying items from the AH. as it is currently. once a person has an item. he no longer needs to buy an item. which will leave more and more items in the AH unsold
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Inappropriate?I would like it to work similar to questing. This would bring down the actual coding time. It would have to be a combination of unusable items plus gold and energy. Since there are level requirements on all the equipment, you would of course have to have the new gear be exposed gradually, and only common, uncommon and rare and epic items would show up here. We can't be having Legendary weapons and armour for just a few gold and some pocket fillers. There's gotta be some grinding. That being said there should be less grinding for the more common stackable unusable items. Those elven amulets and werewolf teeth should appear more often, as should whatever other "ingredients" that will pop up. (my suggestion is dragon scales!) Make these items more like pocket fillers, they should be useful yet slightly annoying, taking up space in your backpack until you can use them at the shop or on a quest. I'd like to see these popping up 30% of the time. This is a big number, you might want a slightly smaller number, but if we're talking big numbers for crafted gear we'll need more common item spawns.
I'm not a big fan of having it a total discovery process. I'd like to see it set up just as the town quest page is set up. Just a list of items, what you'll need to get them, and how much energy or stamina it'll cost. I would like to block off the high level items until you get to be a high enough level to use them. So if you're say level 10 you don't get to even see how much it'll cost to make a bandit dagger, you don't find out till level 12.
This is using the same questing system already laid out and perfected, just plop it in a different place and add more quest items. Should be easy as long as there aren't any bugs.
I’m excited
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And the destroy on fail is a great idea, because you'd loose everything attached to the quest, even the gold. you Should give them at least a 50% fail rating or less, if that is implemented. -
Oh and this would free up the quest area in the town so you can build more of a town. That way you can travel to the bank and the auction house and the blacksmith shop and the apothecary from the town's quest page. Even add a stable for the mounts, and maybe a town hall for announcements, so we can read the "What's New" page over and over. -
Inappropriate?i have an idea for a new weapon for gear quest the name of it coyuld be thor hammer
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get your own topic! lol, Just kidding, but yeah there could even be blacksmith only weapons.
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