This has probably already been discussed in Wish List (everything has already been discussed in fact

), but as i can\'t find any topic speaking of that (how can you use search for such a thing?), i\'ll point (again?) this aspect of the game.
Pressure and Stealth. What i mean by this word is what every player of Nethack style-games know: When you know you are in danger and you want to avoid death, find a place where you can rest (etc...). It is the exact opposite of what too many MMORPG feature (i have been watching someone playing World Of Warcraft): kill a monster, kill a monster, rest, kill a monster (ouch, this one was strong), rest, kill a monster, kill a monster, rest...
What should be is: hunt for a treasure, be attacked by a monster, kill the monster, low hp, try to sneak past monsters, freeze the attacking one, run, freeze another one, low mp, kill a weak monster on your road, find a safe place to rest, etc...
We don\'t want this in every place. Some players (duh!

) don\'t like challenge and prefer smooth powerleveling (kill -> kill -> kill -> rest -> kill -> level -> kill -> kill -> rest -> kill -> kill -> kill -> rest -> kill -> level -> logout -> login -> kill -> kill -> kill -> rest -> (etc...)). So places like the colliseum must remain, where you can do this. But please, in things like quests where you must enter a dungeon to find something, try to add a challenge more interesting than kill->move->rest cycle.
Note that warriors should be less affected by this kind of play than players like wizards and of course assassins.
How to achieve this?
- Don\'t make hp/mp recovering too easy. The current rate is just ok as far as i\'m concerned.
- Make monsters attack players at sight. (i don\'t know how this is feasible, and how an engine can support hide-and-seek play). Stealth ability kicks in here.
- Make human/smart monsters call for help (and by voice, not by running away). I\'m serious here. If you attack an human, you should be prepared to face his friends! Of course, balancing would require to lower the rough power of such monsters.
- Make quests end more rewarding than killing simply monsters. A warrior should not get more exp than a stealthy assassin.
- Decrease monster density. You should have time (and place!) to run away and hide.
- Make alternate paths: find a way to open this closed door/climb on this roof, or run through these monsters.
- Make ways to hide yourself: Lock doors....
- And of course, allow monsters to give you temporary disavantages illness that you can cure in crowded places, or that a wizard/priest can cure with some time (decrease hp/mp regen rate by 2, stop hp/mp regen, reduce stamina...). Poison is delayed-kill if you don\'t have an healer, so it fits into a different category of things.
And PLEASE don\'t make quests like half of the WoW\' one: \"kill X
and bring me Y drop\".
Heh, it\'s my _first_ thread i create after the \"Help me!\" required one (party!
). I hope i won\'t get flamed for it