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Thread: Game Diversity

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  1. #1
    Being able to specialize in everything leads to bad game play and homogenization, IE Darkfall. Not even shooters are homogenized as bad as Darkfall was, you specialized depending on what gun you chose,. ( Rifle, Shotgun, Sniper Etc)

  2. #2
    naw theres plenty of diversity in darkfall. People who chose 2h axes, and people who suck. People who use macros, and people who suck.

  3. #3
    There is 25 sets of leather armor.... need I say more... Think of the uniqness between crafters, its like this for bonecrafting as well... can't wait.

    <<< Aiming to be one of the top bone crafters serverwide.

  4. #4
    Quote Originally Posted by blackzilla View Post
    There is 25 sets of leather armor.... need I say more... Think of the uniqness between crafters, its like this for bonecrafting as well... can't wait.

    <<< Aiming to be one of the top bone crafters serverwide.
    How are they going to be unique?

    How can you tell between 25 different sets (if they truly are unique besides look)?

    How can you tell which crafter made the better version of the same set? If the only difference is going to be durability and a few different types of quality, then crafting is going to be straightforward and boring.

    We need to see numbers... For crafting, economy, and just all practical purposes in general. If there are no unique numbers, code some.

    - Two crafters of the same skill should be able to create different versions of the same piece.

    - A lower skilled crafter should have a chance to create a better version of something if using much higher quality of resources than a more experienced crafter.

    I was under the impression crafting was going to be this way. That type of system needs visible numbers.

  5. #5
    Quote Originally Posted by JCatano View Post
    How are they going to be unique?

    How can you tell between 25 different sets (if they truly are unique besides look)?

    How can you tell which crafter made the better version of the same set? If the only difference is going to be durability and a few different types of quality, then crafting is going to be straightforward and boring.

    We need to see numbers... For crafting, economy, and just all practical purposes in general. If there are no unique numbers, code some.

    - Two crafters of the same skill should be able to create different versions of the same piece.

    - A lower skilled crafter should have a chance to create a better version of something if using much higher quality of resources than a more experienced crafter.

    I was under the impression crafting was going to be this way. That type of system needs visible numbers.
    I agree with this 100%

  6. #6
    I think it would be interesting not to have the usual "+10 def, +5% against poison" labelled everywhere.

    Maybe if you had 1 line that said "Crafter Quality level: XXX" or another line that says "Moderate Piercing Protection". Then you could do some trial and error tests instead of "by the numbers" tests, which just makes min/maxing stuff too easy.

    Might have some gear that says "Crafter Quality level: 40" that has "High Piercing Protection" vs a "Crater Quality level: 80" that has "Moderate Piercing Protection". Something that makes it so you can see a little difference in the crafted item, but something that you'd actually have to test out instead of just comparing numbers like in every other game. Level 80 moderate may be higher than level 40 High... maybe not.

  7. #7
    I like min/maxing. It's going to happen, anyway. Smart people always figure out the formula and post it.

  8. #8
    So OP is saying they didn't understand what was good about Darkfall and didn't like Darkfall.

    The problem with "classes" or "specialization" or whatever is that 1 is always the "best," and Flavor of the Monthers flock to that class/specialization/whatever.

    And then everyone is the same anyway.

  9. #9
    Xsyon Citizen Ziggy's Avatar
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    From what I have seen stat decay will keep players from being truly good at doing everything. You either need to keep your int/dex/whatever high for your crafting or keep Str/Fort/Agility high for combat. Sure you can do it all, but you are going to be far less effective in the one that you don't have your stats aligned for. Throw on top of that skill decay which i have yet to see, but I am sure is there, and you will see people specialize. However, I like it that people can still do a everything if they are ok with being bad at it *ie solo/selfsuficiant players* It is the freedom needed in this game.

  10. #10
    Quote Originally Posted by JCatano View Post
    I like min/maxing. It's going to happen, anyway. Smart people always figure out the formula and post it.
    I dispise min/max'ers.

    I like Xsyon's design because game play is hard enough to learn that it keeps the idiots away, and it hides enough of the underlying mechanics that it will keep the min/max'ers away. No flavor or the month here.

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