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Message ID: 2493
Date: Mon Jun 21 20:34:48 BST 1999
Author: shypht
Subject: Re: Notes to the "make research fun" post ..
>From: Steve Bohne - Sun Microsystems <sbohne@...>with
>
>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
>>something to do BESIDES KILL THINGS . To many things in EverQuest focusgame
>>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
>>I think.thing
>>
>>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
>>that sperats people are their stats. And for wizards it's basicly maxedint
>>and what you can put into the other stats is slow it they dont make thatbuys
>>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
>>a few spells. He decideds to hold off on buying his gate spell because hebuys
>>has some runes that have been rumoued to make a "better gate", he also
>>the inferno spell, but dosnt scribe it right away."Toxxiula
>>
>>- Jippy wanders off to his lab, he mixes his runes and up comes a
>>Portal" spell, but sicne Jippy put hte time and the effort into this newmana
>>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
>>efficent does a bit more damage, looks like the healing spell with apallet
>>swap. But it also takes longer to cast.spells.
>>
>>So Jippy and Sammy are both lvl 29 wizards with all of their lvl 29
>>But Jippy has some more "exoctic" ones that just arnt standard run of thepossibly
>>mill. It makes the 2 wizards different.
>>
>>Also, the area effect and root spells should be research only, and
>>the self-buff.. Whatever.. but point isand
>>
>>- 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,
>>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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>>They both have communities at ONElist. Find yours today!
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