...isn't really, well, entertaining.
I pick hell of a trash out of biggest boxes (1200 gold) for low levels like 6-8. I don't need it, neither I want it. Maybe there's a reason to bind the level of the items you get with the account level?
Something like this:
0-40 account level = 1-7 lvl drop
40-80 account level = 7-14 lvl drop
80-100 account lvl = 14-20 lvl drop
100-120 account lvl + 1 promoted character = 16-20 lvl drop with a slightly higher chance to get tier II items
120-160 account level + 2 promoted characters = 16-20 lvl drop with a slightly higher chance to get tier III items
That actually can solve present problems with dropping items:
1. Encourage players to try different classes, as it is both entertaining and profitable this way.
2. Limit the early flooding of starting players' inventory with high level items, which makes low-level gear useless.
3. Limit the flooding of experienced players' inventory with low level items, which makes low-level gear useless again.
4. Make account level finally do something apart from being a place in highscores.
2. Harder difficulty settings aren't really worth the trouble of going through with recommended levels. I mean, +40% gold gain is nothing compared to potions and bombs we use.
3. Odd crafting resources gain when processing items.
I mean, i get skin from a sword or a dagger? Really? It's less than 5% of a mass of an item, it'll be much more accurate if we get metals through it.
Maybe it's better to invent other gameplay modes like 'War hunting'? 1 large arena with beasts to hunt for both the party and enemies. Who gets the nesessary count of animal resources first wins. In the end players get some of the hides they've ripped in the game.
It shouldn't be even difficult coz you can rip ready-to-go locations from singleplayer world. I believe everyone would love it.
If you need volunteers to participate in creating things like it feel free to sign me in.
Your loyal fan here, contributing to the cause.
Cheers, Bioware.





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