03-03-2016, 12:21 AM
(This post was last modified: 03-03-2016, 12:25 AM by TerrorBite.)
Well obviously it'd be a good idea to find a balance between load time and number of items...
If this is a major limitation, you'd want to be looking at let's say single upgrades (2 items) on not every items, but those which would be best. You may say 50x items could do with it; 13 per major class.
This would allow for heaps of item variation, targetting the most used items on around the t4/5 levels, and probably not marketplace items, as there are many with same stats and different appearances.
As I said before, find a fundamental flaw or ill keep changing this around until this feature works, but every example ive given can be changed. This general concept could be a massive change to the eco, bringing in 5x the items to the game, or it could be something tiny with only a few item additions, or anything inbetween.
If this is a major limitation, you'd want to be looking at let's say single upgrades (2 items) on not every items, but those which would be best. You may say 50x items could do with it; 13 per major class.
This would allow for heaps of item variation, targetting the most used items on around the t4/5 levels, and probably not marketplace items, as there are many with same stats and different appearances.
As I said before, find a fundamental flaw or ill keep changing this around until this feature works, but every example ive given can be changed. This general concept could be a massive change to the eco, bringing in 5x the items to the game, or it could be something tiny with only a few item additions, or anything inbetween.