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Message ID: 3782
Date: Fri Jul 16 17:46:11 BST 1999
Author: John Kim
Subject: Re: Re: Item Values (meta)
>I don't think EQ has enough infrastructure to survive on a
> 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