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Re: Trial almost over, the nitty gritty of it all

Posted: Fri Sep 09, 2005 11:59 am
by filtern
SoR is about interaction with homins, not NPCs or scripts. Even if they try to fix the missions, I appriciate/perfer homins by far.

Re: Trial almost over, the nitty gritty of it all

Posted: Fri Sep 09, 2005 12:41 pm
by kwhopper
sidusar wrote:Hmmm, getting an awesome sword or getting the materials with which an awesome sword can be made, what's the difference? Only that the second system makes crafters redundant. I'm opposed to any 'loot' items that would be better than what crafters can make, and I believe most of the players share that view.
Though I wouldn't mind bandits npcs dropping very basic equipment, fine swords of durability and such, the kind that the merchants sell. And I'd really like bosses dropping mats with special properties, like adding a jugukoo ligament to a piece of armor gives the wearer resistance to jugula poison, making a jewel out of rendokin eyes gives that jewel double it's normal health/sap/stam/focus bonus, things like that.
Loot could work in this game. Not in terms of getting items flat out, but 'special' pieces to items. If you are getting pieces you still need a crafter to put them together. The more 'special' pieces being put into an item, the higher the failure rate. But without a good quest system or many humanoid boss encounters/dungeons/large outposts its hard to get that type of thing going.

I personally like having named items/items with special properties/procs/stat increases and the like. I mean, my Q180 Daggers of Durability (not the exact name) are nice and all. But I've had daggers of durability the entire game. At 250, I'd probably still be running around with daggers of durability. Might switch it up and go of Damage, who knows. Point is there is very little differentiation as far as weapons go.

Forgot to add in. Nice loot doesn't have to make crafters redundant. Some games have the nice loot as crafting patterns, which crafters then use to make nasty items. Just takes a little creativity to make them work hand in hand.