#41
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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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#42
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That's a great idea for a new MMORPG... like wasn't there something in one of the old Phantasy Star games which had generations of characters if you played it long enough?
Also reminds me of career mode on Fight Night (boxing game)... you become the champ, take on all comers but you start to age and get fragile [You must be logged in to view images. Log in or Register.] | ||
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#43
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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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#44
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The Solution: An In-Game Tax.
You are required to pay tribute (tax) to your diety in the form of gear or money, pay a city tax when entering, pay a banking tax to make deposits where a % is taken regularly, and if you keep "too much" money on yourself you will be mugged by the tax officials who patrol the area. Also, if you accumulate too much In-Game wealth you have to give your best gear to the nearest Tribute-Master(s) where it will be redistributed to the lower level players after the TM takes their cut. If you don't you will be de-leveled, imprisoned, or killed (randomly). NO one should be able to accumulate too much In-Game wealth. No one should be able to level so high. We need to even the playing field. This would solve Mudflation problems. | ||
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#45
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That is a cool idea Nizmer!
Imagine if the more wealthy you are the more likely you are to be targeted by random muggings (or, if you become super draconic in your wealth, perhaps kings will start hiring bands of adventurers to raid your stashes and so on). | ||
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#46
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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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#47
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#48
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How about instead of having expansions simply add to the current world, they instead change the old world? Let Kelethin be overrun by Dark Elves and Orcs for an expansion and then have the Wood Elves retake it in another. Let Mistmoore be cleansed and turned into a new starting city for another race. Let Firiona Vie sink into the ocean after an epic battle, creating a new underwater zone controller by ghouls.
Adjust starting zones, mid level zones and raid content throughout the life of the game. Create new weapons and equipment that can only be acquired until that zone changes again as the lore dictates. Make the world dynamic. Make it feel like its a living, breathing entity. | ||
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#49
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#50
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Oh, I love these ideas.
Item tax: use inns to log out, and charge a rent to store equipment. If you log out, after an hour(whatever time) you automatically return to last inn you stayed at, and charged a premium. Item degradation: items should deteriorate and become completely broken. But repairable to some extent for awhile. Skill based: instead of levels, use EXP to gain skills. EXP should be spendable on skills/hp. | ||
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