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Originally Posted by Aradune Mithara We also need to make sure there is great loot in the dungeons, that there is an altar nearby if you need to summon your corpse, make sure the penalty for summoning your corpse isn't too painful so people will take some risk and explore the depths of the larger dungeons, etc. |
I'm not trying to kick dirt in your face, and I'm sorry if it seems like I am. However, aren't these key points that should have been addressed during the initial, alpha, or closed-beta stages? I am not a game designer, but it seems like "The Carrot" should be near the top of the list when it comes to designing a game. I understand you ran out of development time, and I understand that a great deal of the concepts you had planned to "shake things up" in the genre ended up being scratched (If VG's combat had been anything like LOTRO's I would've been ecstatic), but big selling points like difficulty of play and Risk vs. Reward should have been vigorously debated and tested years ago.