Xendran -> RE: =ED= Omega Design Notes - November 29, 2012 (11/30/2012 9:25:40)
|
quote:
If we were to go with Xendran's idea of all items being at the same power level (per level), paying players would still have the advantage. No, they wouldn't have more powerful gear. But instead they'd have an easier access to new items and upgrading them, without having to farm hours and hours to collect enough credits to buy all new stuff plus upgrade it to a form that fits your build and playing style the best. Which is EXACTLY the kind of thing that is a good idea. People pay for convenience. They only have the advantage of time, not the advantage of stats or power. This is the same concept with boosters. (Speaking of which, we should have a booster that increases the chances of winning a prize in the arcade.) A very good example of how this works well: People that are busy usually work a lot, and people that play a ton usually either don't have a job or are working part time. The player who is busy with a job will use varium to still experience the endgame gear and items and quests, without needing to worry about spending a ton of hours. This is one of the benefits of working. This does however limit their participation on leaderboards due to other obligations quite often. The player with no/part-time job will often have less money available, but more time, so they are able to sink more time into getting credits and whatnot. The part-time worker is likely to use a mix of credits and varium. @MirageD: I agree, im against full stat distribution being available. I personally believe that items should all have "base stats". These base stats would be lower than the initial stats, to allow for some customization without actually increasing the level, but you cannot remove them other than by delevelling a weapon, in which case the stats are just automatically added back when you level. An example: Let's say frostbane (+8 +8 +8) has base stats of +6 +6 +6. This means if you modify it, you can't lower these 3 stats below these points. This way you can customize weapons, but they retain their specific type (Single stat, hybrid, tribrid, all-around). This also gives a real gameplay incentive to buy more weapons, and not just for the artwork. So you could, for example, modify your tribrid frostbane from 8, 8, 8 to 12, 6, 6 without increasing the level, if you want to make it more strength oriented, but the base stats still keep a portion of the initial intent: A tribrid Str/Dex/Tech weapon. However this comes with a problem: People will buy low level weapons and just upgrade those instead to bypass base stats. There would have to be either some sort of auto-scaling, or the team would have to go and manually input numbers for every weapon at a large number of levels (Which is good in theory, but way too time consuming)
|
|
|
|