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Message ID: 3760
Date: Fri Jul 16 14:03:31 BST 1999
Author: Jones, Brian
Subject: RE: Re: Item Values
> ----------
> From: David.Lynam@...[SMTP:David.Lynam@...]
> Reply To: eqbards@onelist.com
> Sent: Friday, July 16, 1999 7:52 AM
> To: eqbards@onelist.com
> Subject: [eqbards] Re: Item Values
>
> From: David.Lynam@...
>
> 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
>
>
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