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| | #31 (permalink) | |
| Hey, man. We've been riding in this same lousy bus since 1978! Join Date: Oct 2003
Posts: 1,040
| Quote:
dont expect a big change to leveling speed ... | |
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| | #32 (permalink) |
| misses Sand Giants and shit like that Join Date: Aug 2002 Location: Derv 2
Posts: 752
| I think the problem with the "better" versus "worse" player issue and the "playtime = uberness" argument is that they are not correlated. Yes, some people are better players than others, but that doesnt necessarily coresepond to uberness, better gear, or access to more exclusive content. Someone that can play almost 24x7 and follow orders is more valuable to a raiding guild than someone who is the greatest Shaman of all time, and can play 3 nights a week at random. Therefore the 24x7 guy is going to end up with high end gear, and falsely correlate that in his mind to being a better player. |
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| | #33 (permalink) | |
| Registered User Join Date: Aug 2002
Posts: 453
| Quote:
A Flaming Sword, can have from 15 to 20 fire bonus, in all cases it's still a flaming sword. You have more options with that thought. Thorb | |
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| | #34 (permalink) |
| Registered User Join Date: Jan 2003
Posts: 32
| Leveling speed is fine the way it is. Just to actually make people want to group it might be good to drop quest exp slightly, and raise grouping experience, so there is actually a good reason to get some group and just go kill stuff. Also take into account the fact that boats and zeppelins aren't in the game yet, and those are going to take alot of time. That will make traveling alot more difficult and you won't have as wide a variety of quests at your disposal instantly like it is now. As for items, it's still beta, and this is blizzard, nuff said. |
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| | #35 (permalink) | ||
| Majestik Moose Join Date: Apr 2003
Posts: 1,551
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| | #36 (permalink) |
| Registered User Join Date: Nov 2003 Location: Redmond, WA
Posts: 453
+2 Internets | Item randomization doesn't necessarily mean people won't be able to comprehend which is better and which to strive for. I loved Diablo's loot method, although it was too random. If they tightened up the range a little bit, it would work well and the item descriptions would serve as the yardstick on what was a good item and what isn't. Even though a person wouldn't know the exact stats of the "godly sword of the lich-king" the description makes it clear that it is an end-game randomly generated weapon. The more ranks of descriptives, the more people will be able to differentiate the quality. Using a pseudo d2 example: Blue = +1 to 3 to cold resistance (5 loot points) Indigo= +4 to 6 to cold resistance (10 loot points) Navy= +7 to 9 to cold resistance (15 loot points) Azure = + 10 to 12 to cold resistance (20 points) Cobalt = + 13 to 15 to cold resistance (25 points) Cerulean= +16 to 18 to cold resistance (30 loot points) Sapphire = +19 to 21 to cold resistance (35 points) static = +1 to +2 electricity damage (5 loot points) sparks = +3 to +4 electricity damage (10 points) Shock= +5 to +6 electricity damage (15 points) electricity = +7 to +8 electricity damage (20 points) Crackling Energy= +9 to +10 electricity damage (25 points) Thunder= +11 to +12 electricity damage (30 points) lightening = +13 to +14 electricity damage (35 points) A player would know a Sapphire Sword of Lightening is better then all the other swords out there that give cold resistance and electricity damage (except maybe another Sapphire Sword of Lightening) and it is a randomly generated item. And in conjunction with what previous posters said, put point/level values on each attribute, so that a mob drops an item that is within an appropriate level. I.E. Elite level 60 mob drops an item worth 40-60 points -or- a lvl 60 boss mob drops an item that is worth 50-70 points. This is all a pipe dream though, since whatever system they have is going to stay. Random items plus unique items, like in Diablo 2, is the way to go. |
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| | #37 (permalink) |
| Registered User Join Date: Aug 2002 Location: Melbourne
Posts: 615
| Randomized items are fine if the game is all about farming like diablo-2. In a MMORPG it makes more sense that X drops X's sword or X's shield which has stats tailored to fit the theme. In addition your next upgrade should come from beating the next set of content, not farming a single mob till you get the maximum result out of the RNG. Then again I don't see item variation as being quite that critical. Lots of warriors in EQ had a BoW (before that BoC) or even epic blade and didn't seem too mind too much. Indeed it let you look at a warrior and instantly see they were a raid tank. |
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| | #38 (permalink) | |
| Hard Rock Hallelujah Join Date: Apr 2003
Posts: 7,150
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