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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 ..


If they could prevent people exploiting this (and thats a big if)
I REALLY love the idea of giving people better (more mana efficient,
higher damage, whatever) spells for the work they put into research.
I'm going to Feedback that if you don't mind. =)

Steve

>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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