Thread: Solutions.
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Old 02-17-2005, 08:38 PM
busyrobot busyrobot is offline
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I think that the real solution would be a full combat system revamp.

There needs to be more trade offs, instead of different attributes to have all maxed out. A fast thief, easily hurt but hard to hit vs the heavily armored warrior who is slow.

Give thieves a chance of 2x damage if they strike another player in the back. (monsters too if the AI was improved enough to make that hard)

But item wise, what needs to happen is that we need to bring back the novice stuff. The average gear should allow for fun adventuring, but be limited to non-enchanted blacksmith caliber gear. As you get more rare and better items, where you can adventure and live through it would grow.

I think GK suffers from a bit of small pond syndrome. You can't create a hunting style quest because there are not any forests large enough to hunt for any real time. Exploration is somewhat limited.

But when it comes to economy, a more classic medieval economy and item base with rare items being, less important but more rare would really help I think.
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