Hello Royallers, we‘d like to hear your thoughts about something we’ve recently discussed internally - the item color system. Currently items get a color tag depending on their total stats compared to their total average stats. At the moment all stats are included in the calculation. So that is STR/DEX/INT/LUK Attack Magic Attack Accuracy Avoidability Defense Magic Defense HP MP Jump Speed The following list shows how far from the total stats have to be from the total average stats to have a specific color tag -1 and below = Grey 0 - +5 (unscrolled) = White 0 - +5 (scrolled) = Orange +6 - +22 = Blue +23 - +39 = Purple +40 = Yellow Together with Royal’s Godly System this leads to many „bad“ clean purple/yellow items because stats like MP can skyrocket and affect the total stat count a lot. In the same way grey items can still be very valuable depending on stat allocation. Both kinds makes the color system redundant. Since it’s mainly STR/DEX/INT/LUK, Attack and Magic that makes an item valuable we would like to discuss changing the color system to only rely on these. Since that would mean the total stat are much lower than before we would also need to adjust the values for the higher color tags. We considered adding more colors but ultimately agreed that we would want keep the original ones and only adjust the calculations. One of our developers already took a look at the code and is faithful that it would be a minor task. That being said our first draft looked like this -1 and below = Grey 0 - +5 (unscrolled) = White 0 - +5 (scrolled) = Orange +6 - +14 = Blue +15- +20 = Purple +21 = Yellow How would that affect clean and scrolled items? Example 1 - Red Craven Average stats are 46 Attack 6 LUK (46/6) = 52 total stats Perfect clean stats are 56 Attack 12 LUK (56/12) That means 51/6+ and 52/5+ (57 total stats) would be blue and 56/11+ purple (67 total stats). Example 2 - Auf Haven Circlet / Element Pierce Average stats are 1 STR 1 DEX 1 INT 1 LUK (1/1/1/1) = 4 total stats Perfect clean stats are 7/7/7/7 That means a combination of 10-18 total stats like 3/3/2/2 would be blue, a combination of 19-24 total stats like 5/5/5/4 would be purple and a combination of 25+ total stats like 7/6/6/6 would be yellow. Example 3 - Brown Workglove Average stats are nothing That means, 6-14 Attack would be blue, 15-20 Attack would be purple and 21+ would be yellow. Example 4 - Christmas’ Red Sock Average stats are 1 Attack That means 7-15 Attack would be blue, 18-22 would be purple and 22+ would be yellow. Example 5 - Pink Adventurer Cape/Facestompers/ Von Leon Boots Average stats are 2 Attack That means 8-16 Attack would be blue, 17-22 would be purple and 23+ would be yellow. Example 6 - Blackfist Cloak Average stats are 4 Attack That means 10-18 Attack would be blue, 19-24 would be purple and 25+ would be yellow. Example 7 - Stormcaster Glove Average stats are 5 Attack That means 11-19 Attack would be blue, 20-25 would be purple and 26+ would be yellow. Edit: In the meantime we updated the draft to this one! Let us know what you think, thanks!
Overall I like the idea, but I think it will make weapons "yellow" too easily. For example in red craven case, let's say you have 54 att 10 luk clean rc (12 stats above average) and you pass three 60%s on it (+9 stats) and it goes yellow, even though for all intents and purposes it's a garbage 60 att claw that you will just npc. Perhaps in weapons case, there should be separate scaling for str/dex/int/luk (for example * 0.5) and att/matt (for example * 1)
It would definitely help ppl notice more expensive clean items. Some ppl might not like it as they can lose "better glow" on items. Overall i like this idea edit: the legend will remain blue ez
I think this new system makes the most sense applied to Cape, Glove and Shoe equips. Many other item slots, I feel, would be made yellow a bit too easy in comparison to the current system. A few other thoughts that come to mind. At 15-20 the window for purple seems pretty small to me (but perhaps that is the point?) And while I don't play an islander, it seems like this would heavily affect the color aesthetics of their equips, as they do value def, mdef and other "useless" stats. Valuable =/= Expensive. Lastly, I personally would not mind adding a threshold above yellow. I liked the Pink and Green used in later versions, but I also recognize the possibility many would not prefer this.
weird take here, but i feel like people have been paying slightly higher for "nicer" looking items, and personally i think that adds more varieties to the items. for e.g a purple 20 att SCG would sell more easily than a blue 20 att scg; you get unlucky with cs-ing, but the item turns out purple, not too bad not too bad*copium* i've always thought it was pretty cool that way, like there's more layers of depth to how an item can turn out. Also, getting trolled by purple mons that turns out to be 1 att kinda makes royals, well royals . Then, there's also the thing with some players collecting niche gold items like, gold scrolled hp/avoid gears.
I know some people have paid more for purple (or yellow if those even really exist) fs above what the attack value would normally make them worth because they like the rare tag. These people would probably be most against this change. I think reducing the weight of HP/mp to be like 10 HP = 1 point might help though. As for new colors, they should not be easily obtainable, pretty much only possible on perfect gear if they're added - modern GMS has far too many colors and none of them make sense anymore, and I'd hate to see that happen here
If this is a proposed change, would that mean it's possible to just color each line individually? I'd assume it'd be additional work to edit the client, but please consider this approach instead because with the currently proposed change, I'll still find myself looking up the average/min/max value of an equip's main/secondary stat elsewhere. Main Point: Idc about the item title's text color so long as the stats themselves provide the proper information for me to decide what to do with it. Combining overall stats does not accomplish this because people will sometimes value Speed/Jump/HP/Acc/Avoid/etc amounts more on certain items. While the proposed solution will reduce the false positives in godly items, it doesn't address the main reason why most people even check for item color and while it's fun to see a purple item with seemingly useless stats, it would be nice to put some more intent into what the godly system was designed for.
Would it possible to add new color tiers if this was introduced? In GMS they go to Green and teal, so would that be something to consider for this to make the truly godly items more godly looking?
I don't get what would be nostalgic about this change? I'm also pretty sure it only counts MP and HP per 10 as 1 already in the current system. I actually like the current system where same effective statted items have different tag colors, I think it adds a bit of flair to each item. Instigating this change would just kill item uniqueness for me tbh. I also don't like the tag gatekeeping part that would happen on CGS. Edit: it also comes off as if certain items have an inherent right to be yellow tagged at a certain point, which I would like to argue against as well. Yellow items are currently rare for a reason. I feel like this change would be a too much of a dilution of the current (and imo perfectly nostalgic) color tag system.
Green and red tag when?(Jk we don't need it) Personally I'm relatively indifferent to this, but if this change takes little effort like it was mentioned above, sure why not.
This is probably crazy, and would cause all sorts of problems... But if it was possible to toggle the option for what each players sees and implement both systems... Win-win
I think it would be a rather positive change overall for both clarity on godly items and tier functionality. I do think it's a bit silly you can get a perfect overall and still have a white name tag on it because the weapon defense, magic defense, and HP are low rolled - I'm sure a lot of people (including myself) have made the mistake of not checking them properly and selling them by accident I don't find myself largely in support or against this kind of change, I think if it's rather low time investment for devs I don't see why not
This makes npcing items way easier. Often times I have no clue if an item is goldy or not and looking every item up is quite tedious so +1 for this change I am a gold item enjoyer and would even pay a bit more for the tag. It seems like you guys can tweek it in a way that wouldn't devalue that "prestige". Would this lead to more access to gold tagged csg? Most likely. Would it devalue these items? No clue Is there a way to tag an item with above average stats on drop and leave the color change of the text just by scrolling? Currently this blue dot doesn't really seem to vary from item to item so maybe you can play around with that color
had more time to think about this, and although i can see why this is being brought up, i still disagree with this proposed change. I think this is a change that would promote simplicity, but in a bad way. Why? this would basically kill any aesthetic features of any given item, there wouldn't be anything unique about anyone's items anymore, nothing to set apart items on the same tier, it'll just be a journey to get a set of gold gears. like look at this shoes scrolled by @Minty its so beautiful, one of a kind. There won't be another shoes like this for awhile . But if you implement this new change, there wouldn't be anything special about this pair of boots anymore, this vl boots is just gonna look the same as any other 20 att shoes. In my opinion, one of the factors that sets Royals apart in the realm of MapleStory servers is the interaction between the existing godly system and items, which introduces increased variability in the potential outcomes of an item. if you say that the aesthetics feature of any item is an illusion, then that would be the same as saying branded goods irl are an illusion as well. Players have always been willing to pay extra higher for the aesthetics for the item, it's like a brand, people pay more for branded goods, functionality remains the same. Also, there are certain things that's been etched into my memory that can only be expressed as a classic royals moment, like getting a purple mon but turning out to be crap; seeing someone rage smega a 1 att purple mon and you & your friends getting a good chuckle out of it; chaos scrolling an item and turns grey but actually went good; clearing your inventory and seeing a gold clean equip; the list goes on but you get my point. If you simplify these with the proposed changes, royals would remain the same but there will be less of these classic defining moments that would turn into memories which i think really is such a pity.
I'd love if there could be a good middleground solution to please both crowds : On one end, there are people in favor like me, who dont really value tags as much, and simply look at it as a means of differentiating between good and bad items (mostly clean equip drops from mobs) in which the current system isn't really helpful as you'd have to check most items regardless of tags anyway, check this item out Yes, this top is 1 LUK off perfect by the way, yet its only white tagged because it rolled low on the weapon def! I've met so many unaware people who thought all 'godly' items had at least a blue tag and would instantly NPC anything with a white tag, needless to say, its not exactly common knowledge that even items as good as a 12/8 Pioneer (perfect stats) can be white tagged. Even for people who know about this and actively keep an eye out, amongst all the chaos and crowding in your inventory, such items can be really easy to miss and end up NPCed. ------ On the other hand, theres others who exceptionally care about tags, take this example from Buying section And by implementing this system, tags will lose that novelty as a certain Wep Atk on a cape for example will only have 1 possible tag, as opposed to how it is now where you can have almost any tag on the same Wep Atk depending on the Defense and other stats, there will also be the issue of gold tag being too easy to get on some items (like BWG where you only need 21+) while it would be too hard to get on other items (like BFC where you need 25+)
Islanders would be kinda sad, as all of the epic def-scrolled gear would turn white But I agree it would be nice to be able to trust the colors more when it comes to finding drops off-island.