[pythian] Re: [pythian]Re: PROJECT - Weapons

  • From: Ken Pierce <ken.pierce@xxxxxxxxx>
  • To: pythian@xxxxxxxxxxxxx
  • Date: Fri, 21 Jun 2002 18:30:28 +0100

Certainly, the lower magical ones would be scattered around, but the 
unique (I think perhaps Legendary) items should be kept very rare. 
Perhaps the developers can each have an item named after them.

We don't want the pursuit of items to take over the entire game like 
Diablo sometimes does though.

>I agree,
>       this modular approach to define weapons items and their properties 
>is very logical and fairly easy to implement.
>The best thing is that it leaves a great deal of freedom to the one who makes 
>those unique items.
>
>The one thing I wouldn't want is that we would get too much motivation out of 
>finding those magical items. I mean it is good to have them as rewards in 
>quests and perhaps for the  big badass boss monsters. But I don't like the 
>"roll-a-dice" and "pop" you found the "supermagical staff of invincibility" in 
>an 
>old urn, in some hole in some field in some country of .....
>what I mean is: I would keep them very very rare!
>
>Andy
>
>
>
>21.06.2002 16:48:02, Ken Pierce <ken.pierce@xxxxxxxxx> wrote:
>
>  
>
>>This is really thinking ahead towards Phase3. I've been playing Dibalo2 
>>recently (I found a high level character I thought I'd lost) and I was 
>>thinking that the way the items system works it's really good.
>>
>>Basically, you have a set of base weapons (swords, pole arms, axes, bows 
>>etc.) which are just normal items. However, on rarer occasions, you can 
>>find magical items: the items have modifiers to make them better (such 
>>as poison damage, extra health etc.) There are also higher classes of 
>>items that have some amazing properties (rare and even better unique) 
>>plus set items (when you find the entire set, you recieve the best 
>>bonuses).
>>
>>Anyway, I think this is a good way to manage item systems, because it 
>>gives a wide range of items and many different combinations; and finding 
>>a really rare item would be one good incentive to play the game, 
>>especially online; I know I'd like to weild "Darryl's Blood-reaver Axe". 
>>Anyway, you know what I mean.
>>
>>Now, I'm not saying it should all be about weaponry. If we can find a 
>>system to suit all ways of playing the game; for example, magical 
>>hammers and anvils for smiths etc.
>>
>>BTW, have we decided on any basic system yet, I don't remember any 
>>discussions. Of course, this should probably wait till the end of 
>>Phase2, but anyway, I thought I'd bring it up now. Anyone got stuff to 
>>offer?
>>    
>>




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