Items/Crafting/Spawns
Posted: Sun Jan 21, 2018 3:20 pm
I had some ideas that I thought may be interesting. I don't know if these things are possible or not though I always wanted these types of things when I played on live. Just some thoughts.
Soulbinding- I personally don't like the idea of soulbinding items and always thought it made the markets more bare and the drop mobs more camped. I would be interested in seeing the game run without soulbinding on most wearable equipment. Because this would obviously affect the volume of items in circulation the drop rates on such items are usually lower, which also gives them more value and helps increase marketplace trading. It also helps leveling players sell their old equipment to buy new gear, keeping a steady flow of items being traded. Of course in an emulator setting this can lead to an overflow of items, given that they will not be made obsolete by new gear coming out with expansion packs which is hard to balance properly. I understand the concept though it is annoying to never be able to sell or trade an item because you put it on.
Items/crafting- I always thought there should be a larger variety of items, specifically crafted items and drops for the end game. That way instead of there being one set of BiS gear obtained the same way in the same place, for every class players could have a variety of top tier gear to choose from. Perhaps a few gear sets for crafting that are on par with the top end quest items (maybe not raid items as those are always better) and more random drops that are on the same level from certain named mobs appropriate for the drop. Rare items from rare spawns that are usable end game create value in a market, and crafted gear on the same level would make crafting professions more enticing to players.
Spawns- I don't know if the current timers are correct or permanent or if its just because I am in the lower level areas but mobs seem to respawn very quickly. Repops can sometimes spawn before the next few mobs are killed which can feel unrealistic and make a player feel trapped at their location or simply annoyed with a constant onslaught of monsters. It is nice to be able to work through a dungeon and not see mobs spawning at your heels.
Drops- I personally like the idea of monsters dropping realistic items for what they are. For example, a crocodile or lion should not drop weapons, armor, jewelry, potions, etc. but rather components for crafting such items appropriate for the animal in question. This can also make seeing a piece of armor drop feel more rewarding.
Welp, those are my suggestions for what I think would make VGO a little more immersive and fun to play. Honestly this is one of the best MMOs in my opinion, so I am ecstatic that you guys are trying to bring it back. I don't really know much about coding (past editing d-2 bot scripts) but would like to help in any way I can. Thanks for reading, keep up the fantastic job!
~Ctulu
Soulbinding- I personally don't like the idea of soulbinding items and always thought it made the markets more bare and the drop mobs more camped. I would be interested in seeing the game run without soulbinding on most wearable equipment. Because this would obviously affect the volume of items in circulation the drop rates on such items are usually lower, which also gives them more value and helps increase marketplace trading. It also helps leveling players sell their old equipment to buy new gear, keeping a steady flow of items being traded. Of course in an emulator setting this can lead to an overflow of items, given that they will not be made obsolete by new gear coming out with expansion packs which is hard to balance properly. I understand the concept though it is annoying to never be able to sell or trade an item because you put it on.
Items/crafting- I always thought there should be a larger variety of items, specifically crafted items and drops for the end game. That way instead of there being one set of BiS gear obtained the same way in the same place, for every class players could have a variety of top tier gear to choose from. Perhaps a few gear sets for crafting that are on par with the top end quest items (maybe not raid items as those are always better) and more random drops that are on the same level from certain named mobs appropriate for the drop. Rare items from rare spawns that are usable end game create value in a market, and crafted gear on the same level would make crafting professions more enticing to players.
Spawns- I don't know if the current timers are correct or permanent or if its just because I am in the lower level areas but mobs seem to respawn very quickly. Repops can sometimes spawn before the next few mobs are killed which can feel unrealistic and make a player feel trapped at their location or simply annoyed with a constant onslaught of monsters. It is nice to be able to work through a dungeon and not see mobs spawning at your heels.
Drops- I personally like the idea of monsters dropping realistic items for what they are. For example, a crocodile or lion should not drop weapons, armor, jewelry, potions, etc. but rather components for crafting such items appropriate for the animal in question. This can also make seeing a piece of armor drop feel more rewarding.
Welp, those are my suggestions for what I think would make VGO a little more immersive and fun to play. Honestly this is one of the best MMOs in my opinion, so I am ecstatic that you guys are trying to bring it back. I don't really know much about coding (past editing d-2 bot scripts) but would like to help in any way I can. Thanks for reading, keep up the fantastic job!
~Ctulu