Board |
Ideas.old [context] |
Sender |
SirLance |
Date |
Sun Oct 25 05:38:16 2015 |
To |
all |
Subject |
Zones and Gear |
|
yatta
A little late to the party, but gear looks like it's getting addressed in a
favorable way with Stark's solution. Trans may have not started off or
intended to be more powerful, but it certainly used to be. You could get the
stats you need, AND usually a lot more of them. As gear got higher, the OPs on
non-trans was allowed to catch up more so than them both scaling up from where
they were. Essentially feels like our investments with all the big tatts are
worth less over time.
Part of that is it's just a little too hard I think to design pieces that will
fit whatever you already use, can use, how you've tatted, and arranged your
tatts. Say you had just a couple grizzlys that you need to show on slots x,y.
New non-trans comes out that is really impressive for slots x,y...but the trans
version isn't. You end up having to make a lot of sacrifices and costly
adjustments to squeeze in the slight upgrades of new eq.
yatta
I really think it might be best just to allow gear at 100 to be customized
through some sort of NPC system. At this point, players have made a ton of
decisions to head down a certain route to maximize their stats, hp/mn/mv, not
get too much here, not too little there, and I don't think any builder can
anticipate player needs based on that. The gear can still have default stats
and be rated/outfitted with a precise amount of OPs based on the scaling
criteria.
yatta
I think the game is amazingly balanced to be able to allow this to happen, and
the customization would follow these rules. No one stat over 20, maybe a max
amount of flags, etc. Everything has its cost. Restrictions on negatives.
Perhaps even more so would be prudent there. This could cost additional
tokens, gold, Achievemennntt Points? When's the last time we discussed their
purpose? ;)
Okay, on to zones. Obviously some sort of mix is great. A lot of times nobody
is on with the time or willingness to run that thing you'd like to. Solo stuff
is great for this. Duo and Threece Company a close contender, but they all
have their issues. Either way, I feel these three player size zones have been
made very well so far. I'd certainly be happy to see more.
yatta
yatta
It's the big, let's bring the whole crew, puzzling places that are hard to
achieve now. Stuff like Area 51, Spectral. Scaling difficulty per player is a
good step. One thing we haven't really addressed yet is time constraints. 2-3
players may have all day, a few hours what have you, but the extra 1-2 you
kinda really want may only have a little while. Zones like that now need to
have some more save game potential. Stuff like remort, where your progress is
right where you left off. One usage keys instead of trash/rot death keys.
Qsets and a lot of fancy coding has come in to make this happen I'd think. Not
that I know too much. But yeah, I miss big group runs that require brawn,
versatility, and deciphering. They can't be made the same way they used to is
all.
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