Gameplay Design Stuff
Most of these are just rehashed ideas from my old HQ posts. Please join in and/or argue the points. I'm using 1-50 just as a reference point (I quit before Kunark) but these apply globally. Where the statements are incorrect, please post a correction.
* Wizards: They deal damage, and it should be the highest amount of DD in the game. This fails at higher levels due to resists. Sony has also seen fit to only increase the damage 500 points during the same levels that mob damage/hp/resist/etc has grown exponentially. IMO, from levels one through whatever, Wizards should simply be cannons. No 100% spell immunities, no maximum damage hate from resists, and (here's where everyone will disagree) no group evacs.
* Druid/Shaman/Necro/etc: Obviously remove the DOT penalty. Thats a 'play longer, pay more' measure that was put in, and it doesn't apply on free servers.
* Exp penalties for race/class/etc: Once again, obvious. Balance out the starting points and special abilities or just leave it alone.
* Adjustments to risk vs reward: No more 'gravy' mobs. It should either have loot (or a chance thereof) or xp that makes it worth killing. If not, then it should serve some other purpose, ie death beetles/quest mobs/etc.
* Boats and travel in general: While teleporters are a good stopgap measure, once boats are working they should definitely be used. Travel (and the zones you travel through) is an important factor in the game. Only once people have reached the 30s, and can travel from city to city virtually without risk, should time-saving travel spells and/or items be available. The fact that you may start the game far apart from any but a handful of players only serves to enhance the feeling of danger. Because you'll need to rely on these same people to survive for quite a few levels, the community aspect is greater as well.
That's it for me, fire away...
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