Quote:
Originally Posted by mheehee
Unless making each and every skill identical, or there will never be a "balanced state" between skills, there will always be skills that are better and skills that are not as good.
Better skills => Heavy camping on the boss that drops such skill => A. Everyone will get it if the boss has high spawn rate or B. Everyone will still get it, just takes longer due to boring waiting time for respawn and interference from other players.
Not as good skills => No one wants them => worthless mobs/locations
With your logic, there is no point of even designing a game, just create 200 identical room and put one boss in each, then make an arena so players can fight each other.
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That is why there would be a need for highly defined skill sets. Different bosses would have different skill sets which could be used for different strategies in PvP and PvE. The players aquire those same skill sets by defeating the boss and then compliment them with the gear that drops off the boss. The real difficulty would lie in creating 200 different skill sets each with there own positive and negative effects, for example: skill and armor set that is set up for healing rather then doing damage. Its the same as a class system but more variety and allows for players to choose from a much larger range of abilities so they can truly define themselves in-game.
-As for the land scape in PvE I see huge open areas for each boss, and in order to get to the boss a party would have to fight through numerous obstacles that would be both fun and challenging. Maybe even sub bosses.
-For PvP the landscape would be completely open and is where the different instances for the bosses are located.
Also having player levels isn't out of the question, but the only way to gain these levels would be to defeat bosses; meaning, that lets just say in order to get to level 2 you would have to kill 10 different bosses which would each award the player with a certain amount of kill points that would after defeating ten of them be enough for the player to level.
Once again this is just an idea that I think is a could starting point to answer the question that is grinding.