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#1
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I haven't played Live in many years. I can't comment on it directly. I can say this: Most stat improvement is little more than an illusion. The stats that actually matter, such as kill rate, tank lifespan, and such things tend to stay the same. Hitting a 1000 hit point monster for 20 is effectively the same as hitting a 100000 hit point monster for 2000. You might feel stronger because you can go back and wreck obsolete content that used to be tough....but it's still no different than going back when you're level 60 and wrecking Black Burrow.
I don't know of any of the Everquest-style online games that have figured out how to control stat inflation. Players expect upgrades with expansions so it isn't an easy problem to solve. As I understand, the problem got so bad in Warcraft that Blizzard actually had to go in and lop off some zeros off everything. Whoever eventually figures out a good solution to the inflation issue might be seen as one of the genre's next big innovators. Danth | ||
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#2
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#3
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Now stat inflation may be an unsolvable problem. MMOs need new progression for expansions. But that doesn't mean that it ever should have gotten like it was when I tried to roll a war on live PoP. Lets just say -- I barely got 65 and quit when I realized I couldn't tank any good exp zones. They could have continued to scale the old content for newer players. | |||
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Last edited by JurisDictum; 11-22-2015 at 08:18 PM..
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#4
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All of the worst expansions in EQ are when they didn't raise the level cap (excluding Velious because the game was different back in Classic/Kunark and things like raid zones weren't even a thing yet.) I don't think that's a coincidence. Mudflation is inevitable.
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#5
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OR lose the whole idea of levels. Nobody keeps getting more HP every level. Implement tons of skill based progressions, but they are capped. Expansions are really just expansions of the playable world, and don't have anything to do with 'hardness' of content. Implement weapon and armor breakage. Make death REALLY hurt, as in you lose some character attributes or skill levels if you die too much in too short a time. If you die every now and then, plus arrange for the highest possible level res, then you won't take much damage. But if you die over and over you'll quickly have a worthless character. Of course, no one would play except nutjobs who like their games to be tough, but...we're there already [You must be logged in to view images. Log in or Register.]
__________________
The Ancient Ranger
Awake again. | |||
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#6
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Once a piece of armor has been used by multiple characters, bought and sold numerous times, it's durability stat should be lower like for example 32 out of 100. At a rating like that it should have a % chance of totally breaking, even during combat, causing you to die. Then players would value armor that was very durable and pay more for it. Then it would give people more opportunities to keep acquiring new armors which people would probably enjoy. | |||
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