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September 28th, 2007, 01:16 PM
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General
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Join Date: Aug 2003
Location: Sweden
Posts: 4,463
Thanks: 25
Thanked 92 Times in 43 Posts
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Re: Soo... When is the next patch?
> On a game with only 200 fixed items there's a more likely chance the gamer will find the best weapon and armor
On the contrary. WIth generical items there are bound to be better combinationbs that are quite easy to percieve. With premade items you can tweak and give disabilities etc that the generic items will never have if crafted by optimizing players, and in case of random finds, be obviously better than others.
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September 28th, 2007, 03:08 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
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Re: Soo... When is the next patch?
Quote:
Kristoffer O said:
> On a game with only 200 fixed items there's a more likely chance the gamer will find the best weapon and armor
On the contrary. WIth generical items there are bound to be better combinationbs that are quite easy to percieve. With premade items you can tweak and give disabilities etc that the generic items will never have if crafted by optimizing players, and in case of random finds, be obviously better than others.
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As much as I love random (you know I do) I have always considered the best in any game decision to be a mix of random with some logical boundaries. If the things that a spear cold be boosted to do is defined, and particular pronouns defined in their effect, and certain adverbs, etc etc then random creation shouldnt be too bad.
I TOTALLY understand the thing about players not knowing what is best for them. Ive admined online worlds and sometimes had to laugh at what players wanted because giving it to them would do totally destroy their fun in the game.
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This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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September 28th, 2007, 03:22 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: Soo... When is the next patch?
Many roguelikes, like Dungeon Crawl, use both unique, pre-defined artifacts (Ring of Shaolin, increases your defence +8) and randomly created items (from +2 spear, to +2 axe of chopping, to +4 axe of chopping 'Teuhha' which increases your eyesight, lets you go berserk and makes you vulnerable to cold). Something like that, but with generic items limited to trinket power, could work well.
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September 28th, 2007, 04:43 PM
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Corporal
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Join Date: Jun 2006
Posts: 199
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Re: Soo... When is the next patch?
The rigidness*sp* of Dom3s item system always bothered me some..
Some randomness, or a create your own item or heck even allowing players to add and edit items in a mod would be great
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September 28th, 2007, 04:49 PM
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General
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Join Date: Jun 2003
Location: az
Posts: 3,069
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Re: Soo... When is the next patch?
Quote:
Theonlystd said:
The rigidness*sp* of Dom3s item system always bothered me some..
Some randomness, or a create your own item or heck even allowing players to add and edit items in a mod would be great
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I think a great addition was if randomly generated items were given to some independents thus adding more mystery.
I was under the impression the modding/editing of items was suppose to exist or added via patch for DOM_3 yet it never arrived.
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September 28th, 2007, 06:50 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: Soo... When is the next patch?
The very basics of item modding already exist. We have tools for editing costs of existing items. We can't create new items or add any abilities. It's there, but it can't really be used for much besides balancing the costs.
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