"Stockades, gnomer, SM Won't you join me, on an instance farming run Let me hit the vendor, free up some bag space Once I repair, I'll be good to go" -Pure Pwnage, World of Warcraft is a FeelingThis is going to be long
( Read more... )
Not a half-bad idea, there appear to be obvious parallels with the other game (Puzzle Quest) though perhaps with a bit more balance added. You would need to balance things though that these items were viable compared to other available items (including drops) otherwise there is no market incentive to make them.
Perhaps making the stats variable dependent on the skill demonstrated, so that it's not extremely difficult to get a sword on par with drops, but with skill/practice better gear is available. That'd have to be organized though so someone doesn't work out exactly how to make an uber item (ie. the one ring) and farm it, making it a less commercially valuable proposition.
Perhaps making the stats variable dependent on the skill demonstrated, so that it's not extremely difficult to get a sword on par with drops, but with skill/practice better gear is available.
That's exactly what I was thinking, but completely failed to express. Writing the post in between techsupp calls probably wasn't the best move for generating the most coherent content.
It's a case of "nail, meet hammerhead" in regards to any such system requiring balance. Obviously it's a lot more involved than just having users grind their way to the best equipment in the game. Actually one other thing that I like about my idea is that the concept of the "best gear" becoming blurred. You could make a really good item, but it might just be possible to make one just that much better if you tried again.
Obviously the idea needs fleshing out and I'll keep thinking about it.
this kind of thing would annoy me immensely in a game I played. I would rather kill 10 times as many guys than have to do some mini-game that differs from the main game. If I'm playing, for example, an rpg based on a spell and skill system, I don't want part of my performance in that game to be measured by my ability to play a, say, racing game. Or whatever.
*shrug* That's perfectly acceptable and just means you'll be a consumer purchasing goods from those who wish to practice making stuff, paying them a mark-up for their time/effort.
The gist of it seems to be allowing an option to progress, and actually reward a player for smarts, rather than brute force... I was something I used to quite like in playing DnD, I had a Cleric of Gond (God of invention and artificers) and I was able, through the combination of good craft skills and enchantment spells, kit myself out with so much cool gear I was almost on par with the party fighter, and then I had spells on top of that
( ... )
Comments 8
Perhaps making the stats variable dependent on the skill demonstrated, so that it's not extremely difficult to get a sword on par with drops, but with skill/practice better gear is available. That'd have to be organized though so someone doesn't work out exactly how to make an uber item (ie. the one ring) and farm it, making it a less commercially valuable proposition.
Reply
Perhaps making the stats variable dependent on the skill demonstrated, so that it's not extremely difficult to get a sword on par with drops, but with skill/practice better gear is available.
That's exactly what I was thinking, but completely failed to express. Writing the post in between techsupp calls probably wasn't the best move for generating the most coherent content.
It's a case of "nail, meet hammerhead" in regards to any such system requiring balance. Obviously it's a lot more involved than just having users grind their way to the best equipment in the game. Actually one other thing that I like about my idea is that the concept of the "best gear" becoming blurred. You could make a really good item, but it might just be possible to make one just that much better if you tried again.
Obviously the idea needs fleshing out and I'll keep thinking about it.
Reply
Reply
Reply
Reply
Reply
Reply
Leave a comment