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Message ID: 3759
Date: Fri Jul 16 13:52:26 BST 1999
Author: David.Lynam@xxxxxx.xx.xxx
Subject: Re: Item Values


john writes:
>Most people don't realize it, but a lot of the enjoyment of
>the game is the anticipation just before you loot something -
>will it or won't it have a nice item? I once modified the
>source of an RPG so I could start off with the best stuff.
>It made the game really boring - the item drops didn't matter
>because I already had the best stuff, so all that was left was
>endlessly killing monsters for experience.

I think though that if less emphasis were placed on gathering items and
accumulating wealth in EQ, more emphasis would be put on the social aspect
of it. I hate to use UO as an example but in this case it serves as a
beautiful example. It just had something EQ missed. When you died you
could count on losing every item you had been carrying on you, and no
particular item was THE item that you HAD to have to stay competitive, they
were all relatively easy to get. So instead of being obligated to sit
someplace for hours and hours on end, you might be able to entertain
yourself or others in the local tavern, or magic shop. This was SO off the
subject, just gave me something to type about -=) Thanks