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11/12/12 4:58:45 AM#21
For item decay but in a game where all armor and items are from crafters and monsters only drop money and materials and without bop drops or soulbound items. |
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11/12/12 5:02:23 AM#22
IF rest of game is build with that in mind. Like player made economy, gear coming mostly from crafters and so on then yes. Putting this in instance gear grinder game like WoW, Rift or Lotro(now) would not be good idea. |
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11/12/12 5:03:35 AM#23
Item decay itself wouldn't have made SWG's what it was. You also need the variable stats on items, and also the variables in harvesting/crafting which greatly altered market position. That harvesting system was GREAT. You had to go out and hunt for spots and plant down harvesters.
Crafting is really lame in every other game in comparison. Not even worth it anymore. ----------------------------------------- |
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Yamota
Elite Member
Joined: 10/05/03
There's a beast within every man that stirs when you put a sword in his hand |
11/12/12 5:19:46 AM#24
I am for but not for legendary weapons/equipment. However they should drop on death so they are passed around rather than staying on the same character forever.
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11/12/12 5:36:56 AM#25
Originally posted by Baseline
Even EVE's? Give me liberty or give me lasers |
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11/12/12 5:40:49 AM#26
Originally posted by Castillle Has anyone proposed it? Breakage. The Argument from 1994, for me...heh. |
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Yamota
Elite Member
Joined: 10/05/03
There's a beast within every man that stirs when you put a sword in his hand |
11/12/12 5:41:44 AM#27
Originally posted by Malcanis Crafting in Eve is like a second job. Get blueprint, get materials, find a place to manufacture and then wait forever... sorry but most people got limited time and cant wait hours, even days, to have something produced. |
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11/12/12 7:54:12 AM#28
Originally posted by dustyhayes I fully agree. Daoc had the best system yet (didnt play SWG). I have to be honest with you. We have completely blown up the design of EverQuest Next. For the last year and a half we have been working on something we are not ready to show. Why did we blow up the design? The design was evolutionary. It was EverQuest III. It was something that was slightly better than what had come before it. It was slightly better.What we are building is something that we will be very proud to call EverQuest. It will be the largest sandbox-style MMO ever designed.--Smed |
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Slampig
Elite Member
Joined: 12/29/03
Whatever you do, do NOT speak ill of Asheron's Call 2... |
11/12/12 7:55:48 AM#29
I am for it if the way to get items repaired is through other players and not NPCs.
That Guild Wars 2 login screen knocked up my wife. Must be the second coming! |
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11/12/12 8:00:57 AM#30
Item Decay is fine so long as you are able to repair the item. For example so long as you repair it at 1% you are safe. Even if they add degridation per repair. Say I repair the first time it only goes back to 90%, second 80% ect. Of course it needs to have a reasonable decay rate and be reasonable to replace. Say with full repairs untill it breaks takes a couple weeks of use for hardcore players and it may take an hour or two to replace through farming/isntances. That way the idea of it going away is still there but still not a chore to replace when the time comes.
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11/12/12 8:20:12 AM#31
I'm against decay, at least when we are talking the AAA mmos here.
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11/12/12 2:04:29 PM#32
I'm for it. It just makes sense to me that if I beat on a bunch of stuff with an axe or sword or whatever it will become worn and need repair. Eventually all the sharpening will whittle down whatever blade you have to a tooth pick and will render it rather useless as a sword. Then again... I'm for a crafting based game as well so that kind of goes hand in hand. As others have pointed out DAoC I think had it pretty good. Items lasted quite a while but eventually had to be replaced. It was a length of time that often gave you a chance to see what else is out there and you were looking for a change anyways. No required quests! And if I decide I want to be an assassin-cartographer-dancer-pastry chef who lives only to stalk and kill interior decorators, then that's who I want to be, even if it takes me four years to max all the skills and everyone else thinks I'm freaking nuts. -Madimorga- |
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11/12/12 2:10:22 PM#33
Generally speaking I am in favor of item decay, with the caveat that the items can be repaired using resources. Join the League For Gamers. |
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11/12/12 4:03:56 PM#34
Originally posted by maplestone Nope, it ads to the sense of realism as another poster said. That's what's MMORPG ....use to be about....I already play plenty of "GAMES" So obviously I vote FOR item decay. SWG showed me how well that worked in a virtual world, having a economy in a MMORPG is kinda pointless if there is no item decay but that was with a different generation of gamers. Problem with today's generation of people playing MMO's as soon as crafters reached a certain stage to beneficial towards the combat player the combat player has already left the game because he/she needed a master crafter to craft him/her best gear/weapons as they already reached cap lvl. That's kinda the overal problem with full player run economy MMORPG's...The masses seem mostly into combat while a minority is more into exploring/crafting/mining/harvesting/socializing and the later isn't at the same leveling speed as the pure combat player. So in short item decay might work in a niche type of MMORPG, but I don't think it will appeal to the masses. |
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Purutzil
Elite Member
Joined: 10/02/11
If you see no good or you see no bad in a game, chances are you are bias. |
11/12/12 4:10:03 PM#35
In terms of the example you give where essencially items are used 'temporarily' rather then acting as some hard earned loot you spent ours and ours of work to gain, then yes I'm for item decay. Heck, in games that do have that gear grind, I can see item decay potentially being used in order to keep relevance to doing something like a 'raid' though its a much more iffy place and would be far more difficult to really take into account.
Item decay as a whole, specially when it involves a crafting system which much of the good gear is made, allows for far more player control in the economy, giving players the ability to do work on creating things like weapons and keeping it relevant without needing to just give off to alts or wait for a newer piece to come out. There needs to be a good balance between decay and use as you don't want it decaying to quickly, though you want the decay to be enough to bring forth a user buying another item from another player at some point. |
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11/12/12 5:12:02 PM#36
I'm fine with it to a certain extent, where gear can get damaged and be less effective until repaired or replaced. I oppose gear just wearing out without use or gear which cannot be easily fixed, either at a shop or through your own repair skills and must be entirely replaced. If well maintained, gear should last forever. Played: UO, EQ, WoW, DDO, SWG, AO, CoH, EvE, TR, AoC, GW, GA, Aion, Allods, lots more |
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11/12/12 5:14:18 PM#37
Item decay allows for a better econemy system
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11/12/12 5:18:06 PM#38
Originally posted by Slapshot1188 completely agree. |
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