11 Jul 2008 at 20:21 - 51
Inscribables change just ONE thing:
- They allow to change one variable property in weapons.
They do not increase the base damage, they do not make items drop with less req, they do not appear always, they do not force the 20%HSR in staves.
They just allow people to change a variable property, just like the other upgrades do.
They are just like insignia.
Base properties should depend on the item.
Variable properties are variable, and should be changeable.
GW is not a MMORPG, or a Roguelike, an Adventure RP or a Hack and Slash game. There will not be a better item compared with the last. It's just base, and then upgrades and skins, that's all in items.
All weapons have damage, all shields have defense, all foci have energy, all staves have %HSR, but NOT all swords have +15%^50, so that's variable, and in GW variable properties should be replaceable with others.
Guild Wars II will probably have the king of the hill stuff for items, but GW will never have it.
In Guild Wars you stop using non-max weapons pretty soon and maxed weapons are REALLY easy to get. And there are no level requirements in weapons.
You know what I mean? Non-max weapons are toys. And the big deal is in low-req max base weapons. Those still drops and under inscription req 7 are still quite rare.
The fixed inherent properties force rarity in pretty common skins that drop all over the place like long swords, while inscriptions maintain a fair amount of rarity in rare skins, like the Golden Talons.
If you see the drops in Prophecies and Factions, you'll se mostly merchant Fodder.
If you see the drops in Nightfall, Factions and reward chests, you'll see fairly spread drops and skins. Not always the same, not always merchant fodder, not always perfect drops.
The old drop system only worked for old farming, without the loot scaling.
Now it's an old system that is useless for the Non-hard farmer player. As useless as the old armor system.
Like the Old armor system was changed to fit the new PvP system, the old weapon system should change too.
Whatever it is, drops in Hard Mode and Normal Mode should be the same in ALL campaigns. If they want to keep the old useless system, it should be kept for all campaigns and all drops, i they want to apply the new versatile system it should be applied to all campaigns too.
It's doesn't matter if they make the old system to normal mode and the new to hard mode and vice-versa, or all to the new system or whatever, but make it the SAME worldwide.
Retroactivity, Equitability, al things must be square.
I hear a lot of people talking about balance versus lvl 30 monsters with attributes at rank 20 and monster skills, but people tend to forgot the real equilibrium of things.
When it comes to items, there are few things left to do:
- Weapon upgrade traders.
- More attractive customization and customization effects for offhands so mre items are removed from the market and new room is made for new ones.
- Dye system/armor skin repair, there are too many items that do not allow dyes and many dye incorrectly.
- Xunlai Marketplace.
- Naming convention: 1 Name <-> 1 Skin. No skins with multiple names, no names for multiple skins.
- Complete sets.
And this one, the most important one:
- Inscriptions worldwide.
There are always people that want to keep their items expensive, but, open your eyes, even if items are rare they will keep dropping, and if people don't have to customize them to use them they will not to sell them later if they find a better item.
If you want the new items having higher prices, you should ask for require customization to equip items (just like with armor and all PvP equipment) to remove items from market and make room for the new. Want to believe it or not, that's the truth.