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Message ID: 2492
Date: Mon Jun 21 20:31:32 BST 1999
Author: Steve Bohne - Sun Microsystems
Subject: Re: Notes to the "make research fun" post ..
>From: "shypht" <evanschu@...>
>
>I think that some of you may of missed the point in my 'make research fun'
>post. I am a lvl 34 wizard, I have purchased most of my spells from Erudin
>and Felthiwe (sp?). But my post was NOT just aimed at wizards, but magic
>users in general. If they made all the "run of the mill basic spells to
>their class" buyable. Such as
>
>- the necromancers pet
>- high lvl DD spells for magi and wizards
>- the "basic" enchanter spells (no clue what they are)
>- magicians pets (arnt those buyable now anyways?)
>
>But leave the more interesting spells up for research only, and more
>powerfull varaints of spells research only.
>
>Research SHOULD be something that is fun and adds to the game enviroment,
>not a distracting pain in the ass that makes you wish you were a wis-based
>caster since you could just buy all your spells.
>
>Also the suggestion about being able to "Dig Up" runes is to provide us with
>something to do BESIDES KILL THINGS . To many things in EverQuest focus
>around one thing - KILLING
>
>- To gain any descent amount of exp. you KILL
>- To get any sort of loot/items. you KILL
>- To make the next level. you KILL
>- To find runes. you KILL
>
>Being able to quest and "search" for runes would add a fair bit to the game
>I think.
>
>Anyways, research could also add DIVERSITY to the game. To many people are
>exactly the same. Same amour same spells same this same that. The only thing
>that sperats people are their stats. And for wizards it's basicly maxed int
>and what you can put into the other stats is slow it they dont make that
>much of a diff.
>
>But imagin this..
>
>- Sammy the wizard has reached lvl 29. He gates over to Tox forest, and
>trundles over to the libary of Erudin and buys his spells. They are the
>basic run-of-the-mill spells.
>
>- Jippy the wizard has reached lvl 29. He gates over to tox forest, and buys
>a few spells. He decideds to hold off on buying his gate spell because he
>has some runes that have been rumoued to make a "better gate", he also buys
>the inferno spell, but dosnt scribe it right away.
>
>- Jippy wanders off to his lab, he mixes his runes and up comes a "Toxxiula
>Portal" spell, but sicne Jippy put hte time and the effort into this new
>gate spell, it may be a tad bit faster then Sammies.
>
>- Next jippy wanders off to his bank account and digs up a "vial of
>healing", and "Erud's slowing". He toss's his inferno spell into his
>lexcion, and mix's in the vial of healing and erud's slowing. And he
>produces a new spell, he scripes this into his book. His spell is more mana
>efficent does a bit more damage, looks like the healing spell with a pallet
>swap. But it also takes longer to cast.
>
>So Jippy and Sammy are both lvl 29 wizards with all of their lvl 29 spells.
>But Jippy has some more "exoctic" ones that just arnt standard run of the
>mill. It makes the 2 wizards different.
>
>Also, the area effect and root spells should be research only, and possibly
>the self-buff.. Whatever.. but point is
>
>- Research needs to be changed so it is NOT a tedious pain in the ass. But
>something that is fun, adds diversity to magic users of the same class, and
>does not distract from game play.
>
>As it stands now I find that research distracts more from game play then
>anyhting else.
>
>
>
>------------------------------------------------------------------------
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