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Originally Posted by wilderness
It's not even alpha, nothing is concrete. Saying this I've not read up recently, perhaps you could link something for me?
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I'd say best and most illustrative example is this: There will be buddy system. Or at least, buddy system is planned. Articles are, of course, one year old ATM. However, for this kind of design you need to plan early and commit to design otherwise you waste resources (whole world needs to be planned and back storied with level progression on mind, skill designers, item designers, etc ... they need to have clue what target is, otherwise company is just wasting resources. We know that izzy is already busy with GW2 skillset.)
That means that:
* Levels are going to matter enough to make this feature necessary. Which means either flat power scale with lots of levels or steep one with less.
* Levels are gained rather than earned.
* Developers expect people to meet highlevel characters to play with them often enough to make this feature worthwhile. This means that lowlevel character could get highlevel equipment, so either equipment would matter little or it would be level-restricted or level-scaling.
Quote:
Originally Posted by wilderness
There you go, we're getting somewhere
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Bingo, now you understand.
Btw: Fable did that aging thing. It worked well. However, in MMOs that system is not that good. Think about it, changing how your character looks by playing? If people don't like "older" looks, they would hate it. This is, of course, example. Other vanity stuff can be attached to how long you have played. GW1 this already (minipets for example.) and they explored whole vanity thing with Armors and weapons and titles. Works quite well when is it just vanity.