News | Screenshots | The World of Iritor | FAQ's | Forum | Downloads  
[ Thread ] [ Return to Index ]


From:
ID: y6GVJZcGJc.
Date: August 06, 2001 at 3:44 pm
In Reply to: RE: Oh I'm still your lead fanboy. -)
Subject: Lifestones

As an AC player from Beta on, I have to agree that biomagnets and lifestones are indeed very similar. However, the story about biomagnets is more intriguing, and this is important because there has to be some sort of easy respawn mechanism. With the absence of a 'Greater Essence or Being' providing divine intervention, I think the stabilized flux definition is a new concept, even if it has obvious parallels to existing resurrectors.

Also, on a side note, the use of the 'regulators' as respawners could add an important character limiting tool to the game environment. One thing that plagued AC was the prevalence of mules, characters that were created for very specific tasks, and that no longevity based on skills selected. Often, these mules would solve the lesser quests by mere repetition of attemps (SoLL runners), or would skew the created item economy by acting as factories for item production. If there were some sort of earned item in Iritor, possibly a biopattern chip or whatever, that was needed to respawn, these crap characters could be avoided. A minimum level could be needed, or certain quest completed, or certain items collected, whatever. The end result would be the same, more character balance, development, and committment.


Thread:

[ Thread ] [ Return to Index ]