Estralis Seborian wrote:Please note that not all of these effects were implemented. Actually, I suspect most weren't. What is the source of the list?
Regardless of if they were implemented or not, this list provides a dynamic of different capabilities and interesting abilities that the gems could provide for all characters. It also had the value of adding customization to the character involved.
For example, if you saw a character with a massive blackstone in their sword, then you realized "Oh, this guy is going to be strong, and likely is going to fight pretty dirty."
There was significant times when I knew characters would go out and fight the proper monsters and go hunting treasure maps together, to both compete and keep up to speed with their counter parts.
As it currently stands, a character that is active within the game, and continues to be active, has a significant advantage over new characters. Admittedly, I am not entirely against that. However, that advantage really on stops at around 50% because getting a full set of level 6 gems takes quite a bit. Pretending that level 5 gems are a soft cap to be reached for older players, that gives some time for new players to get their own gems together.
Is the list straight forward? Not exactly, but it is also not terribly confusing. If the information was provided in a book, readily available IG (as it was in pre-vbu, in all of the libraries, including Troll's Bane on the second floor in the bigger room, second bookshelf from the door on the north wall) then confusion wouldn't be an issue either.
The primary problems in this situation that I would see is:
It's proposed interaction with the magic system (because of it's interaction with attributes, I would assume), a system that has not been officially informed to everyone, and likely won't be a factor for at the very least a few months if not year(s).
The workload that it would require to give each of the gems listed 4 different effects.
The possibility of having to redesign how gems are distributed, because people are likely to be upset at balancing issues of what town got what gem, and perceived notions of some gems being better than others.
It requires a player to think beyond four seconds in order to figure out what they would like to do.
It is tied to the dark-age of pre-vbu.
Because of those problems as listed, I don't imagine that any of the above will be considered, or acknowledged as a possibility. However, I think there is something that can be learned and evaluated from a system that pulled more than a simple flat percentage bonus: more possibilities = more fun.