Give more bind points to casters and melee.
I -never- understood why they didn't just give us more bind points. It would have been funner to determine where we go than to be herded like sheep. Then you could use gate potions to travel around. You'd want to put some thought into where your binds are, of course. That's the whole idea. For example, if you can only have two binds, then you want to cover as much space as possible while giving yourself as much room as you can. Since you can end up in many different places in the world, you really have to think about where you bind.
Part of the fun is figuring out where to bind. Soulbinders removed a lot of the fun because you weren't really thinking a whole lot about WHERE in the zone. In fact, if it were me, I would have given all the players the ability to bind themselves. And there's the problem that there're SO MANY ZONES. How do you move around in a timely way? Their solution was to give us luclin spires and pok books. But those took a lot of the thought out of it. I prefer systems where players are in more control of things than this. More player-run than developer-run.
Something similar happened in Vanguard. They added a kind of builtin teleport system. IMHO, it was a mistake. One of the best travle systems I've seen was in UO. In that system, you could use recall and mark spells on runes to travel around. You could have bags of these runes set to any location in the whole world. You could literally BE THE TRAVEL SYSTEM. It was kind of fun to figure out how to be an efficient traveller. It opened up the whole world, not just sections of it that're sanctioned by the developers for 'increased use'.
EQ just ran out of money and enthusiasm. The non-linear things just evaporated. It's despairing. The game got run down and too predictable. They couldn't afford to do the more complex things.
Games need to move more towards player-run kinds of worlds. They're smarter and funner. I never enjoy bad breath developer to be pushing me around and leading me like a dog. It's patronizing. And not fun.
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