2012年4月12日星期四

How to make set items usefull - Page 2

[:1]I would rather one of two things. Either have sets the way we common conceive of them, and leave the items for things like trading and levelling alternate characters.

Or, give sets multiple tiers. So that there are normal, exceptional, and elite versions of each set item, with stats that scale accordingly. This wouldn't remove the item hunting part of the game, and means you can still mix and match different tiers of the set until you have all the elite items.|||I think having items of set drop more often according to the number of items you've already found of that set is a great idea.|||For low tier sets it doesn't make that much sense as to why they are scattered all around the continent. The items are basically generic by themselves so why would they be fought over and traded individually in order for them to spread on separate paths? Low level sets could be randomly spawned as treasure scattered in a single dungeon. All pieces of that set would be located in various poppables, or dropped from thieving monsters, somewhere in that one dungeon, to be found if you look hard enough. Traps or mini-bosses would certainly be appropriate in order to ensure that the adventurer was worthy.

High level sets where each individual item has power by itself makes sense to be scattered during the intervening years of marauding armies from when its owner perished.

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