PlaneShift
Gameplay => Wish list => Topic started by: Kuiper7986 on June 12, 2003, 02:17:31 am
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I\'m against a system where people could be inventing their own armour, weapons, items, or food because this will create a lot of extra clutter. If a system was created where players can make their own weapons and stuff and give it their own names, there\'d be so much stuff everything would lose its face-value. Like most MMORPGs a system should be made in which you can only make items that are already in the database and you could make those items. I mean you could have a lot of items, weapons, items, and food in the database to give it more variety but an invention system wouldn\'t be economical nor would it be good because also you wouldn\'t know which weapon is stronger than the other.
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just like to say i disagree with everything you said, and the reasons you dont like the idea are the same resons i do. (should be polls)
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One of the keywords for a good game in my eyes, is a variable selection of stuff to wear, wave, eat and drink.
I dont see why you have something against it. Creating new stuff adds a whole new dimension to the game, and gives the blacksmiths, alchemists, cooks etc. something more meaningful to do.
It\'s much more exciting to eat \"Kada\'s homemade stew\" with its own unique ingredients, than the ordinary \"gather those specific ingredients, put them in a bowl, add water and cook\" a la Ronescape.
Players would also be able to experiment with weapons and armor to create different types of armor, like frost-armor or fire-armor, or \"Tagan\'s shadowarmor\".
The system must be balanced of course, so that nobody creates
\"dA ?bEr ARmOr oF dA gODs\"
BTW. Names like that should be forbidden.
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i agree. Names like that are completely ridiculous. Although i do understand Kuipers thoughts on this one. What he means is that by just looking at something even before you pick it up, you know wethersomething is a good item, or a better one than you already have. Also, by judging on names, you could have an idea of the items quality, instead of trying to guess how good
an uber armor of da gods
would be... And i think that is quite handy. Knowing what you\'re dealing with is a very important part of roleplaying, although on the other hand, i do like to have my freedom. How bout an inbetween ?
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I can see two sides to the argument. Yes, I do believe to some degree uniqueness is important to a game like this. It should have a homely feel, and you should be able to identify a particular \"craft\" by its creator. It shouldn\'t, however, devolve into a stew of meaningless gibber. One way to combat this is to only allow \"unique\" creations to established PC\'s who have achieved a mastery in their craft. Newbies in a craft would only be able to create what they have knowledge for. This would prevent a deluge of crafted items, but would allow a certain amount of creativity to come into the creation process.
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it would be simple enough control it to an extent
create a design skill, all armors could be based off of one of the base armors, weapons the same, a point in design allows you to alter an armor in one minor way, ten allows you much more freedom of design
only when you have maximum points in the skill can you create a completely original peice
this would allow people to completely customise their armors, as well as cutting down the newbies, fascinated with the ability, flooding the market with every shape and style armor possible.
of course, it would probably be a lot of programming just to give players the ability to create armor
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I?m not sure how to reply to this other then to say that there will be fully player designed items, what they make will follow some formula or another, and will be named accordingly.
At the same time there will be a lot of clutter, but a finely crafted steel short sword will always be better then a rusty short sword. Players should also see what their stats and attack values will be like if they equip weapon X and thus will know if one is better then the other for them in most conditions?knowing more will depend on skills, or looking at the weapon in more detail.