Quote:
Originally posted by Monkeyboy_McGee
Um, i was giving an opinion...my opinion just happened to be parallel to that of graaliholic's so rather than just repeat what he said, i just "agreed". I wasnt trying to prove why it shouldnt be done, its not a terrible idea, i was just stating some flaws that i personally see in the plan, and concurring with others already posted. Chill, winston
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Well, again - it's a project which is going to occur unless good enough reason is presented for it to cease. I will be overseeing it, thus overpowered items will not be created. I'd like to note that I am not responsible for any supposed overpowered items' creation, and I intend to keep it that way. I dislike being grouped with a category which is arguably not even existant - most of the items Argosax enumerated were part of the mudlib items which were
not supposed to be released in the game, but were thought by James to be good event prizes. My question to you is: if it's not such a bad idea, then why'd you quote and agree with someone who said it was? Providing no supporting points adds to the confusion.
Anyway, as I've stated before, my powers are not such that I can "fix" perceived inherent problems with Graal Kingdoms. I can, however, make some fun, new,
small items which give a
tiny bonus. This will create varied gameplay, and I intend to release quite a few of these charms. Since they are so small bonus-wise, that's not a terribly big deal. People'll be using/trading/sharing resist cold+6 charms for resist fire+7 charms, perhaps, depending on what they need. I'll make them varied to an extent, the highest resistance being something like +10 or +15 (these would be rare). I happen to find this an interesting idea, which would both fit in with both RPing and powergaming.