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#31
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![]() My recommendations:
1. No visible numbers....no stats or HP or Mana or AC/ATK numbers. 2. All gear can break/degrade. Can be repaired by players with skills. Good stuff lasts longer, crap breaks easy. Gear can degrade all the way to unrepairable. 3. All gear can be tradeskilled except the really rare stuff 4. Magical items all need to be powered and recharged, and can break/explode. 5. damage is wound and fatigue based - not subtraction of abstract HP numbers. 6. All gear takes skill levels to use...no twinking. If I am a bad swordsman with a rusty longsword I still suck with a Longsword of Uber Slaying. 7. Any special 'treasure' loot that drops is all no drop. 8. All skills learned by repetition. A master can teach up to a certain level to make it go faster. 9. No 'levels', it's all skill based. If a Giant can stomp me flat when I first start, then he can when I've played a long time unless I dodge. Meaning, I don't have an absurdly larger number of 'hit points', I can use my skills to not get hit in the first place much better at higher skill levels.
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The Ancient Ranger
Awake again. | ||
Last edited by fadetree; 12-27-2017 at 11:31 AM..
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#32
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![]() Fadetree -
It sounds like you would want a game that combined Eve with EverQuest. Your character advances through skill training, but would never be so utterly powerful that nothing can best him (or her). You training as a warrior template can kill a relatively new player, but a gang of small players would whittle you dead with one thousand cuts. Markets and resources are player driven - if nobody is mining Veldspar (iron), then nothing would be sold to another player that can then create the armor and weapons needed to combat monsters (pirates or "rats" in Eve). And short of training long lengths of time to utilize that better sword (tech two item), then you would be using what nearly everyone else would be using. I have considered and collected numerous thoughts about such a game for a while now! [You must be logged in to view images. Log in or Register.] | ||
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#33
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![]() Yeah I was thinking it sounded like what I've heard about Eve.
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The Ancient Ranger
Awake again. | ||
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#34
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![]() No... he said those were examples of his reasons...
__________________
Unli, Magician of the 50nd Teleport
"if the rules are all you use to determine what you should or shouldn't do, you're probably an a-hole" -soup Hooden • Xegony enchanter '00 - '02 • <Aeternus> from SoD '06 - '07 | ||
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#35
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![]() I really enjoyed vanilla WOW, mainly because it forced you to make friends in the game. Much like EQ you were forced to interact with others. Even if you were soloing in EQ you had to negotiate camps with people, trade buffs (hey I'll sow you for some clarity) etc.
I think one of the issues with new MMOs is the lack of the "multiplayer" part. I felt EQ, vanilla wow, and dark ages of camelot were very good for that element. On to items. I tried to play the new wow because some co workers were into it. I realized I freaking hate items that you need to progress and level up. It's freaking depressing. I honestly just like having said item and that's it. I still enjoy the EQ itemization the most, followed by original warcraft. Everything felt real and very important to have. I have high hopes for Pantheon, but I'm also a bit excited for the new camelot game. I like the insane amount of classes and races in it. I always felt EQ had the most robust races and classes. So we'll see what happens. | ||
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#36
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![]() New camelot game? You mean uthgard? I haven't checked on that in a while...
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The Ancient Ranger
Awake again. | ||
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#37
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![]() Quote:
http://www.camelotunchained.com/ | |||
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