06-02-2009, 11:58 AM
i haven't played since EQ so my ideas may be worthless.
imho: all gear should be level / skill based. no PvP super twinks.
all gear should be BoEquip but none BoPickup; so no handme down gear but new drops are tradeable.
if we are worried about connection speed being the sole decider in who wins a fight, then gear has to make a difference.
no magic weapons required for mobs. if i have a stick i can hit you with it, it doesn't have to be a magic stick. as a Barb Shaman in EQ to obtain a magic weapon was the hardest task early in the game. i camped weeks on end in zones no one was in for something i thought i had to have.
i like the resource based where gear has that durability and quality component. but need to add that lvl 1 gear should be 5/5 and top lvl gear should be like 20/20, that way as you progress you don't have to get the gear repaired / replaced at the same rate.
try and balance crafting with rare mob drops. have them finish with the same product but figure a way to balance it out, maybe that everytime the mob is killed a component for the reciepe spawns, but the crafter still has to have the right lvl??
argh, just random thoughts anyway
imho: all gear should be level / skill based. no PvP super twinks.
all gear should be BoEquip but none BoPickup; so no handme down gear but new drops are tradeable.
if we are worried about connection speed being the sole decider in who wins a fight, then gear has to make a difference.
no magic weapons required for mobs. if i have a stick i can hit you with it, it doesn't have to be a magic stick. as a Barb Shaman in EQ to obtain a magic weapon was the hardest task early in the game. i camped weeks on end in zones no one was in for something i thought i had to have.
i like the resource based where gear has that durability and quality component. but need to add that lvl 1 gear should be 5/5 and top lvl gear should be like 20/20, that way as you progress you don't have to get the gear repaired / replaced at the same rate.
try and balance crafting with rare mob drops. have them finish with the same product but figure a way to balance it out, maybe that everytime the mob is killed a component for the reciepe spawns, but the crafter still has to have the right lvl??
argh, just random thoughts anyway
