Board Ideas.old [context]
Sender SirLance
Date Sun Oct 25 05:38:16 2015
To all
Subject Zones and Gear
yatta A little late to the party, but gear looks like it's getting addressed in a favorable way with Stark's solution. Trans may have not started off or intended to be more powerful, but it certainly used to be. You could get the stats you need, AND usually a lot more of them. As gear got higher, the OPs on non-trans was allowed to catch up more so than them both scaling up from where they were. Essentially feels like our investments with all the big tatts are worth less over time. Part of that is it's just a little too hard I think to design pieces that will fit whatever you already use, can use, how you've tatted, and arranged your tatts. Say you had just a couple grizzlys that you need to show on slots x,y. New non-trans comes out that is really impressive for slots x,y...but the trans version isn't. You end up having to make a lot of sacrifices and costly adjustments to squeeze in the slight upgrades of new eq. yatta I really think it might be best just to allow gear at 100 to be customized through some sort of NPC system. At this point, players have made a ton of decisions to head down a certain route to maximize their stats, hp/mn/mv, not get too much here, not too little there, and I don't think any builder can anticipate player needs based on that. The gear can still have default stats and be rated/outfitted with a precise amount of OPs based on the scaling criteria. yatta I think the game is amazingly balanced to be able to allow this to happen, and the customization would follow these rules. No one stat over 20, maybe a max amount of flags, etc. Everything has its cost. Restrictions on negatives. Perhaps even more so would be prudent there. This could cost additional tokens, gold, Achievemennntt Points? When's the last time we discussed their purpose? ;) Okay, on to zones. Obviously some sort of mix is great. A lot of times nobody is on with the time or willingness to run that thing you'd like to. Solo stuff is great for this. Duo and Threece Company a close contender, but they all have their issues. Either way, I feel these three player size zones have been made very well so far. I'd certainly be happy to see more. yatta yatta It's the big, let's bring the whole crew, puzzling places that are hard to achieve now. Stuff like Area 51, Spectral. Scaling difficulty per player is a good step. One thing we haven't really addressed yet is time constraints. 2-3 players may have all day, a few hours what have you, but the extra 1-2 you kinda really want may only have a little while. Zones like that now need to have some more save game potential. Stuff like remort, where your progress is right where you left off. One usage keys instead of trash/rot death keys. Qsets and a lot of fancy coding has come in to make this happen I'd think. Not that I know too much. But yeah, I miss big group runs that require brawn, versatility, and deciphering. They can't be made the same way they used to is all.