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From: | |
ID: | QVwmXjVYU5I |
Date: | December 17, 2001 at 10:21 am |
In Reply to: | Twinking The Twink |
Subject: | RE: Twinking The Twink |
Kedrigh wrote:
thw problem with twinking is not whether to include it or not but to make the game enjoyable and keep the balance in development so the normal players do not get stuck in evolutionary dead ends compared to powergamers (the funny thing 'bout that is that you can either achieve it by using very very very very very simple rules or very very very very complicated ones.. personally i like the simple ones better.
Frankly, I fail to see the problem here that some people make a big fuss about. So what if I give a high-level item or lots of money to my new character? I have earned it with another character anyway, so a newbie player who has not yet gone through all the camping I have should not tell me what to do.
Why shouldn't I be able to give a high-level item to a low-level friend? Those who protest should try and make friends that are high level instead.
So what if someone power-levels? If it's not his first character then it's good, he's been through the first stage, e.g. learning to play the game. If one power-levels with his first character then it's his loss. From my experience the most fun part in any MMORPG are the first months, when you discover the game, explore the lands, etc. The higher-level game is more like routine work imho, but if someone wants to rush through the early levels it should be an option.
Besides no character should get stuck in evolutionary dead ends, if they are then the designers made a big mistake at one point, but power-gamers/levellers are not to blame. There is even less excuse when the game is supposed to be mature, it is very frustrating to spend 5 months playing a paladin or rogue then figuring out that the other were right and he's 'rather weak' at higher levels, and a DE Necro was the only way to go :)
too bad most developers try to make more and more complicated ones.
That was the second thing I liked the less in DAoC, after the lack of PvE content. They came up with a very complicated game system imho, with items colors, metal, various items (weapons) of the same color having in fact different levels, indicators only give very vague info as to the effectiveness of the armor or weapon... To top it off they give no information about their formulae, two months into the game and there is no official info as to what basic stats like Strength or Quickness or skills like Slash exactly do. IMHO this can only mean they are trying to hide that in most formulae level accounts for like 80% and item quality for 10% :)
I liked the AC system much more: skill-based, simple and published (and more realistic, to the extent that this can be applied to an MMORPG).
I wish that in every game I had things like for instance the chance to hit being computed from my coordination or skill with the weapon against the monster's coordination or dexterity or whatever (as the most 'heavy' part of the equation) - would give a real meaning to stats.
PS: How does one quote in HTML? This forum does not accept more than one quote with "[quote]".