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Old 08-05-2014, 03:39 PM
Raelyn Raelyn is offline
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Quote:
Originally Posted by Stephen View Post
A recent update to the craft system included a variety of new entry-level items. These items can be manufactured based on parts collected from baddies. It should be possible to add more items to the craft tables.
Why are you so opposed to making baddies drop more varied item types and qualities? Why would it be strange to kill a zombie and find a belt, or a pair of shoes, etc. ? If you are really planning for a new generation, don't you think new players coming into GK who are accustomed to playing other types of MMOs are going to be wondering why none of the baddies are dropping anything?

Quote:
Originally Posted by Stephen View Post
There is a point of correction which is being overlooked; there are no longer end game items. Why? Because a majority complained that the end-game items were too hard to get so a weak administration made them more accessible.

Now we face a common problem; it's very hard to undo what has been done. With all options considered, the most effective solution is to slowly make end-game items more scarce in an effort to normalize for our hard-coded cap. It won't happen over night. We're not doing a reset. I'm designing for the next generation.
This is false, anyway. There is nothing preventing you from making newer items, with comparable stat bonuses to the ones we have now, but with higher/more resistance types, magic+ and regeneration+, etc, or weapons with higher base damage values.

This would allow more diversity in the end-game, which would have a trickle effect as the currently accepted top tier equipment gets traded down to newer players.
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