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Message ID: 3012
Date: Sat Sep 11 08:50:36 BST 1999
Author: Wizard
Subject: Re: Re: SV: RE: lore items
>From: Vince Seese <seese@...>mob X;
>
>> The only solution is, of course, to make the item really more difficult.
>> Forget quests: quests aren't intrinsically more difficult than slaying
>> once a quest is "solved", in 1 week, everyone knows how to do it.Witness the
>> Glowing Stein debacle - the hard part was solving the quest. Once the firstSilverion Dragonirder
>> stein was obtained, hundreds followed on all servers.
>>
>> One can increase the difficulty to get an item by:
>> - raising the level needed to get it (which puts all rare items at
>the
>> level 50, everything before is chaff)
>> - raising the difficulty of the location (which, once a group gets
>down
>> the unvarying routine down pat, stops being true)
>> - raising the difficulty of finding the item (which is the case with
>> mega-rare spawns. How many players do you know with a
>Scarab Ring?)
>
>There is one other solution that to me is a lot more in keeping with the
>AD&D style that I think people are used to - randomization. You are
>right tho that virtually all quests are breaks down to kill X and give
>its head/heart/tongue/whatever to NPC Y. But randomizing would make
>them more quest-like. Easier to explain in an example:
>
>Everyone knows who to talk to to start the glowing stein. Instead of
>his fixed dialog though, imagine if he says I need a rare and exotic
>drink. You say "I would like to help you". He says "Here is a recipe
>book. Find the ingredients listed here and return them in the book to
>me." Each item would have one more set of fields that should be
>randomly generated every time you get the quest given to you. Maybe
>make it from a more appropriate list, you might not need a gargoyle eye
>for a level 10 quest, but you get the idea. Then you keep this book
>with you, refer back every few play sessions, seeing what you need.
>Maybe you need to figure out where to get an item even! (ack- a real
>quest!) THEN - continue this. You return the book. You get the item
>"The Glowing Stein". Except that its is +5 to +10 int, and +5 to +10
>dex - maybe you get lucky and get the ultra rare +10 +10 stein. Voila -
>you have a dynamic quest that no web page is going to spoil, and
>everyone is NOT alike!
>
>Lastly, to address the twinking problem: Maybe the stein instead of
>giving +10 int would give (+2 times level/10). Therefore, your level 50
>wizard has a +10 int stein, but his twinked level 2 wizard has the same
>stein at +0 int! Easily explained that with wisdom of levels you gain
>the ability to use a sword better (damage =level, or something similar),
>gain more power from the gem, or whatever.
>
>Just my few coppers worth. Unfortuntaly, it is probably too late for
>this version, but that would all make nice additions to the expansion!
>
>Micon Bittermage
>Karana
>
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