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Messages - jeffcool

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1
General Discussion /
« on: February 05, 2002, 01:17:18 am »
I like the idea of sharing exp based on damage done.   This would solve a lot of problems with low lvl chars leeching exp, or chars just following along picking up item drops/gold, etc while getting an equal share of the exp.  

My only comment would be to add an additional char/monster lvl diff. exp. penitality if the lvl\'s were too far appart.  ie... even 5% damage to a lvl 80 monster by a lvl one char could still be a big chunk of exp.  Unless of course things are set up so that a lvl one char rarely would even be able to hit a high lvl monster - Then it really wouldn\'t matter since most of the time they\'d get no exp.

2
General Discussion /
« on: February 01, 2002, 02:21:42 am »
I like the idea of having a death quest that has to be completed to get back into game play.  Having your body simply appear back in town with only exp/gold penalties doesn?t encourage people to try and stay alive.  Diablo?s HC mode makes you really think about how you want to build your character, you can?t put everything into damage and attack, you have to build up your life and defense - which seems more realistic.  

However the drawback to HC mode is that lag death is actually quite common so you can?t play when things are too laggy (boring) ? the other drawback is getting pked by a high lvl char.  However in the normal mode of Diablo where you retrieve your corpse or get it from town can be easily abused.  Dying 10 times in a row to kill a boss is absurd.  If there were a death quest, then your character wouldn?t be able to simply run/teleport back to the boss and continue hacking away, they?d have a time-out period where they had to free themselves before getting back into game play.

I like the idea of a random maze/dungeon that you have to fight out of.  Maybe you lose some exp (not lvls) and gold with some of your items and you have to fight monsters in the death quest to get back.  Instead of getting new exp/gold/items - monster kills could drop the exp/gold/items you lost when you died.  Thus you might have to kill all the monsters in the lvl to get all your items back, or you could find the door out and decided to leave behind items you haven?t re-found.  

Dying in the death quest could maybe require a wait period in limbo (to discourage intentional dying) and then reset the death quest with easier monsters to kill.

- Jeff

3
General Discussion / Graphics vs Game Play
« on: January 25, 2002, 03:38:55 am »
First I have you say I really I like graphics... but when it comes down to it I think game play is more important.  

It seems like in current games there is a lot of eye candy, but for the most part it?s energy wasted on something I only see once or twice ? short movie clips/scenes, killing a boss, etc.  Why not just put that effort into making things that I do on a daily basis cooler instead of investing it into cool quest/event finally graphics I won?t see very often.  So that spell I?ll use 1000+ times should look cooler than say the moss on a rock I?ll pass maybe once or twice.

Another consideration that I haven?t see any comments on is the scale/resolution of the game.  My biggest complaint about RS is that it?s a tiny window on a larger monitor.  I don?t know much about how the game will run (full screen, etc), but will say RS?s 500x350 is too small.

(Just my two cents).

- Jeff

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