Quote:
Originally Posted by kia345
You're also putting too much faith in items, which mean nothing. A flaming sword is just as functional as an inferno sword, and a glok belt is one of the more high tier belts. The only items that "make a difference" are too common among older/USDing players, and they pushed the necessary stats of pking too high. Being able to get "better" items easier wouldn't make a single difference. If anything, it would make it worse, because now you've got even more items worth nothing in the player market.
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The ideal solution is to make all items obtainable, from a flaming sword to a Tainted Grace, a Glok belt to a Belt of Raging Dragon, everything. Very few items would be hailed as actual collectible rares and they would mainly be non-combat items like seasonal costumes, trinkets etc. This is ofcourse the long process of adding content, but is a more viable solution to the problem than a reset of any nature.
Someone mentioned an experience reset? Yes, that would be good, many of us have hit maximum level in one day (not of overall playing time) through mental or even agility. Maximum level shouldn't be that easy to obtain, especially in 1 specific skill. Mental, Agility should both be as hard as phys is to level. But there needs to be changes made before an experience reset should occur. Changes like more leveling options apposed to the limited lords to maps to zombies we have now. More alchemy recipes, make alchemy very important for crafting actually useful stuff and it be both time consuming and financially strenuous to level it since the profits at high levels would be great.
I think dennis suggested tweaking the base level experience curve so that level 110 would be practically impossible to achieve as you'd need to reach near 107 on every skill. This could be done easily and give a truer representation of someones experience than the current system.