[Gameplay improvement] Items, loot and weapons
Added 2025-02-09 16:38:30 +0000 UTCNew Item System in LDR: What’s Changing!
Currently, the number of items in LDR is limited due to the item system and Unreal’s technical constraints, making some modifications tedious. But that’s about to change! Here’s an overview of the new item system and what it means for the game.
📦 A New Storage System
Right now, items are stored as stacks. Initially, the game was designed around this mechanic, but that’s no longer the case.
With the new system, items will be divided into two categories:
Stackable items (e.g., iron ingots), which can be stored in large quantities.
Unique items (e.g., a modified sword), with distinct characteristics.
🎨 More Variety with 7 Rarity Levels
The number of rarity levels is increasing from 5 to 7, allowing for greater flexibility and a smoother progression.
🏃♂️ Quick Use in Combat
Certain items will now be usable directly via a hotkey thanks to a dedicated slot. For example, potions will finally be usable in the middle of a fight!
⚔️ Unique Items and Customization
Unique items will be divided into two categories:
Those that cannot be altered (e.g., quest items).
Those that can be modified, mainly weapons.
Weapons will feature multiple differentiation factors:
Variable stats: Two weapons of the same type (e.g., iron swords) will not have identical stats.
Crafting quality: The better an item is made, the stronger it will be.
Rune engraving: Allows enhancing an item’s stats and granting unique effects.
🛠️ Weapon Durability & Replacement
Weapons will now wear down over time, forcing players to regularly swap equipment. However, the inventory remains unlimited, so you can store as many weapons as you want.
🌟 Superior Weapons & Special Abilities
Some rare or legendary weapons will feature special abilities, either active or passive. Each weapon will deal damage differently.
Examples:
A sword that fires a magical projectile at a previously hit target.
Another that steals life from enemies with each strike.
🔜 Next Step: The Weapon Rework!
The new item system will roll out before a complete weapon overhaul. More details will be shared in a future post! 😃
I’d love to hear your feedback on these changes! The goal is to improve immersion, progression, and above all, speed up the creation of new items. 🚀
This version keeps the impact and readability while making it more natural in English. Let me know if you need any tweaks! 😊
Comments
sounds good, if you need a tester just let me know. wont mind feeling it out again for ya. :)
Alkaid
2025-02-15 04:11:28 +0000 UTCThis idea and point of view is valuable. i think i will integrate the destroying item version, see how people react to it, few rebalance? modification let's see how people react , i keep your idea if necessary !
LivingDolls
2025-02-13 12:56:57 +0000 UTCi will be honest with you i have never liked durability mechanics in my games, all it ever did for me was make me use a weapon i like less than the one i wanted to use. if i might make a suggestion might i recommend a more magic charge system where there is the main physical damage from the weapons but also a enhanced magic damage that might be able to be charged from magic gems and that could be the dura system. if you want optimized damage with your weapon you need to use the gems to keep it charged. you could also go a step farther and also use a elemental stone while charging to have elemental effects or some level of elemental discharges. but that is just my thoughts on durability systems.
Alkaid
2025-02-11 04:27:22 +0000 UTC