Major Changes proposal
Posted: Wed Jun 02, 2004 8:36 pm
Preface: I recognize that these changes are pretty radical. I respect everyone's right to disagree, but please do so in the same fair and balanced way I am attempting to make this post. Also, if you are going to disagree, please explain why you disagree.
1.) Shard wipe. One day Drocket posts that on a future date, he will wipe the shard of everything. That means gear, gold, houses--everything. The biggest positive I see out of this is allowing everyone to start on "equal footing." We will all be newbies, again. We will have to work together, again. I see this as a major way of "shaking up the status quo," getting the Oldbies re-interested and making us all one big happy family, again.
2.) Make player-made mean something, again. How? By making player-made BETTER than monster-dropped, and then significantly reduce the number of monster-dropped magics. For example, a full set of player-made exceptional armor would actually give a higher a/r than a full set of invulnerability armor. An exceptional maul would be better than a destruction maul. This might be the end of Benson, or it could make his potions that much more valuable. It would certainly make the crafter a viable playing option.
3.) Make dungeon spawn dynamic. Why does Destard have to have Ophidians? I agree we need to have easier dungeons, but can't the spawn be more than just lizards or orcs? Rather than knowing what is in Wind or Despise, wouldn't it be cool to have to find out? We keep certain dungeons easy, some medium, some hard and at least one unsoloable.
4.) Regarding treasure maps: Drocket's changes were cool, but they didn't go far enough. A successful cartographer should also have to have mining to dig up the chest. And here's more: maps should have multiple spawns, all should be locked and most should be trapped. Let me give you an example: my carto-miner gets a frayed map. He goes to dig it up (because he has mining he can find it) and when he finds it, he "stirs" the chest by trying to open it. Out pops the first layer of protection, and they need to be defeated. The chest is tried again, and out pops another layer of protection. In fact, all layers of badness must be defeated before the chest can be opened by a locksmith. And even when the chest is finally ready to be opened, it will probably be trapped.
5.) Finally, magery should be intelligence-based. Just because you can throw 120k into training shouldn't allow you to cast circle 8 spells. It needs to be based on intelligence. Check out any other game-system, and mages don't get to use the hardest spells until they have been a mage for a long, long time.
There you have it, my fellow WoDians.
1.) Shard wipe. One day Drocket posts that on a future date, he will wipe the shard of everything. That means gear, gold, houses--everything. The biggest positive I see out of this is allowing everyone to start on "equal footing." We will all be newbies, again. We will have to work together, again. I see this as a major way of "shaking up the status quo," getting the Oldbies re-interested and making us all one big happy family, again.
2.) Make player-made mean something, again. How? By making player-made BETTER than monster-dropped, and then significantly reduce the number of monster-dropped magics. For example, a full set of player-made exceptional armor would actually give a higher a/r than a full set of invulnerability armor. An exceptional maul would be better than a destruction maul. This might be the end of Benson, or it could make his potions that much more valuable. It would certainly make the crafter a viable playing option.
3.) Make dungeon spawn dynamic. Why does Destard have to have Ophidians? I agree we need to have easier dungeons, but can't the spawn be more than just lizards or orcs? Rather than knowing what is in Wind or Despise, wouldn't it be cool to have to find out? We keep certain dungeons easy, some medium, some hard and at least one unsoloable.
4.) Regarding treasure maps: Drocket's changes were cool, but they didn't go far enough. A successful cartographer should also have to have mining to dig up the chest. And here's more: maps should have multiple spawns, all should be locked and most should be trapped. Let me give you an example: my carto-miner gets a frayed map. He goes to dig it up (because he has mining he can find it) and when he finds it, he "stirs" the chest by trying to open it. Out pops the first layer of protection, and they need to be defeated. The chest is tried again, and out pops another layer of protection. In fact, all layers of badness must be defeated before the chest can be opened by a locksmith. And even when the chest is finally ready to be opened, it will probably be trapped.
5.) Finally, magery should be intelligence-based. Just because you can throw 120k into training shouldn't allow you to cast circle 8 spells. It needs to be based on intelligence. Check out any other game-system, and mages don't get to use the hardest spells until they have been a mage for a long, long time.
There you have it, my fellow WoDians.