Hello,
This is an inquiry into how weapons and armours can/will be differentiated from each other. By which I mean, in most other (fantasy!) rpgs the progression is usually based on (rare) materials (e.g. iron -> steel -> DoomMetal) followed by magic (e.g. Fire Lvl1 -> Inferno Death Lvl99), however since this is based on realism, I am wondering what it could be.
To get more specific, what determines the differences between weapons and armours of the same class? Are every short sword and metal cap the same, or are there different versions, qualities, tempers and so on, and how important/gameplay reflective are those differences? (…if you say that all the swords of the same class are identical I’ll be disappointed.)
I suppose the same thing applies with the ‘stealth’, social appeal, richness/value of clothing, etc.
Ideas would basically be adjective descriptors, such as gilded, ancient, bejewelled, heavy, light, darkened, blackened, silvered, superior, inferior, balanced, feather-weight, reinforced, banded, layered, padded (extra quiet boots), broken, heirloom, engraved, polished, reflective, dulled, sharpened, tuned, tailored/fitted (custom tailored/fitted items would be awesome!), dyed (with some costing more - I believe blues were expensive?), signature item (distinctive, named, with engravings and such), fragile, brittle, worn, chapped, etc.
Each of the above descriptions could then even be more described or combined - such as a ‘highly bejewelled signature heirloom rapier’, or ‘lightly blackened and padded leather boots’. Some of these could be text/stats only, while others could be represented through visuals. The description/adjective text could be ‘pop up’, depending on item menu/list space.
Oh… Don’t suppose there are any plans for item description fields? Pop-up or another window? Not too sure I saw anything like that in the videos.