DEVS: SUGGESTION!
Posted: Tue Oct 05, 2004 10:11 pm
I'm not sure what the loot system is for the higher level critters but if it scales the same as it is now then that could be a very bad thing for the longevity of the player base.
The potential of the loot system is there but the only real point to killing monsters is selling *materials* and gaining XP. You don't ever find that cool artifact or cool item; that rare drop and so forth.
You'll notice that most, if not all, popular MMORPGs had an uncommon/rare loot type template which gave hunters a reason to go after monsters besides XP or simply selling loot for cash.
The following are some simple suggestions you guys should consider:
1. Armor Imbue Type Loot; Say for example some critters may drop a special item that can be used to imbue armor with further abilities. Like maybe a decrease in weight, increase in damage, increase in protection, etc.
2. An epic collection quest where the Fighter can find and assemble weapons which are very useful against particular critters but maybe not against most. Like for example; Kipee could drop parts that are used to assemble a Kipee Slayer Weapon. It has a very nice increase in damage against kipee but against other critters it is perhaps at 50% to 75% effectiveness compared to weapons of equal damage. Example: A Kipee Slayer Axe maybe 152/152 Damage when assembled; it does an added 25% damage to kipees but against other critters it has a penalty of 25%.
3. Special items that could grant unique abilities in all skill trees when equiped in particular areas; perhaps special skills you cannot purchase can only be found in loot on items. They could have sap loads and what not. Example would be a new Harvesting skill that grants +1 to the material of same quality harvested when extracting; so if you were gonna pull 3 materials of Choice quality 97 Sap you'd instead pull 4 of 97 if you are successful. Earrings of Extra Material perhaps?
There are many options and lemme know if you guys read this. I'll give you more suggestions if you want them but here are a few to ponder for now.
The potential of the loot system is there but the only real point to killing monsters is selling *materials* and gaining XP. You don't ever find that cool artifact or cool item; that rare drop and so forth.
You'll notice that most, if not all, popular MMORPGs had an uncommon/rare loot type template which gave hunters a reason to go after monsters besides XP or simply selling loot for cash.
The following are some simple suggestions you guys should consider:
1. Armor Imbue Type Loot; Say for example some critters may drop a special item that can be used to imbue armor with further abilities. Like maybe a decrease in weight, increase in damage, increase in protection, etc.
2. An epic collection quest where the Fighter can find and assemble weapons which are very useful against particular critters but maybe not against most. Like for example; Kipee could drop parts that are used to assemble a Kipee Slayer Weapon. It has a very nice increase in damage against kipee but against other critters it is perhaps at 50% to 75% effectiveness compared to weapons of equal damage. Example: A Kipee Slayer Axe maybe 152/152 Damage when assembled; it does an added 25% damage to kipees but against other critters it has a penalty of 25%.
3. Special items that could grant unique abilities in all skill trees when equiped in particular areas; perhaps special skills you cannot purchase can only be found in loot on items. They could have sap loads and what not. Example would be a new Harvesting skill that grants +1 to the material of same quality harvested when extracting; so if you were gonna pull 3 materials of Choice quality 97 Sap you'd instead pull 4 of 97 if you are successful. Earrings of Extra Material perhaps?
There are many options and lemme know if you guys read this. I'll give you more suggestions if you want them but here are a few to ponder for now.