2012年4月13日星期五

How to make gold relevant. - Page 6

[:1]Tiered Gambling. aka tying TC to cost & enclude sets & uniques

EXAMPLE:-

* Lets just say you want to gamble on a unique sword with a tc of 77.

* You then go thru a menu to get to that particular item.

* The game will ask for a amount.

* You are shown a brief selection of tc77 swords

* Take you pick & hope you get lucky

*The higher the TC, the higher the cost.

By rights you should be able to pull a Tyraels Might Or IK armor but the chances are much less of doing so but substantially more than having them drop out in the field.

( if this sounds like it was written from a D2:LoD stand point please forgive me, I was only using it as an example & nothing else)|||One idea, similar to a Torchlight NPC quest giver, a guy in town can open a portal to a small secluded area for a bunch of gold. The portal is full of random monsters and one tough champion boss. None of the monsters give exp. and the only item that drops is from the boss which is guaranteed to be a rare, set or unique item.

Monster level is scaled to your own as is the possible item you get. If you leave the portal or die it's closed forever.

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