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It's on of my pet peeves from EverQuest. You find a really cool item that has Invisibility or even better a Staff of Ressurection only to find that it has 10 charges then it's useless. Please take an example from WoW and apply "cooldown" times to these items. Anywhere from 3 minutes to 24 hours can be reasonable...but what's the point of working hard for loot only for it to have temporary usefulness.
EQ1-DAOC-EVE-CoH-EQ2-WoW-GW-LOTRO-WAR-RIFT-GW2(soon)-D3(soon) |
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Vesavius
Old School
Joined: 3/08/04
Players come for the game, but they stay for the people- Most Devs have forgotten this. |
8/14/06 8:17:49 AM#2
I can kinda see what you mean, though I don't mind charges if there is a way (questable or whatever) of recharging them. Cooldown is ok as well though.
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joejccva
Novice Member
Joined: 7/07/04
There are no perfect men in this world, only perfect intentions. |
8/14/06 8:22:49 AM#3
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8/14/06 9:52:08 AM#4
I actually dispise any sort of consumable items in any games. I don't like potions or scrolls or anything that has limited use. I prefer to spend my gold or whatever on things that are persistant and I get to keep...but I always end up buying them because they are necissary...and I cry.
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8/14/06 3:53:03 PM#5
Charged items are the way to go. 30 Years as a DM makes believe this to be good for the game in the long run. You can also allow this type of item to be crafted.
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8/14/06 4:48:04 PM#6
~Jak |
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That's the way I see it anyway. EQ1-DAOC-EVE-CoH-EQ2-WoW-GW-LOTRO-WAR-RIFT-GW2(soon)-D3(soon) |
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8/15/06 7:15:30 AM#8
The only time I think an item should have limited use and then vanish is if it is summoned or found by another player- for example, EQ magician's summon an invisibility stone that has 5 charges, then the stone becomes useless. I agree with this. But if I had to do a quest that took me days to accomplish, or weeks even, make it either rechageable or on a timer.
-W. |
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8/15/06 2:37:52 PM#9
Sigil won't do that too much because Brad is on record as stating that he wants to see an active economy. Soulbound items don't add to that and also take away from Brad's other core idea of an itemcentric game. As for items with charges I would agree that some people would find it frustrating, but I believe it adds to the overall scope of the game. I found it poor that EQ allowed some characters to get so powerful that they had constant see invis or constant water breathing. Imaging Kedge without constant effects and people having to use up charges or rely on spells to keep going. In my mind it would make the event more interesting and challenging. If the game does contain items with constant effect benefits then they should be hard to earn items or the ultimate crafted item. They should also include a trade off to stats, rather than making the wearer ultimately powerful both stat wise and effect wise. Of course there will be the exception but I would hope that very, very few people get to see the exception because it only drops once in every one-hundred kills of the most powerful mobs. I feel it is all good for the long term health of the game. A little trouble and strife never hurt anyone. I welcome charged items with open hands. All hail the Pixel, for it is glorious Orange!
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8/15/06 2:47:07 PM#10
apples and orange to me. Do you like nerfs? Hope you do. See with a limited number of charges, the devs can experiment with new powers before adding them into games. They can give powers which can be greater or radicially different than the usual powers offered in the game and if it doesn't work out, the charges can just run out. It is a smart solution. |
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