2012年4月18日星期三

Why do we start with nothing?

"Well met noble Paladin, its been a while since I've seen any of your kind in the West," says Warriv to the new born level 1 character. Let me ask you, how does Warriv know that he's a Paladin and not a town guard? He has but a sword and a shield, and no skills. What makes him a Paladin?

And let me ask you, whats the part of the game that most people dislike? How many times have you heard "I hate the early game, its so boring."? Why not start at level 1 with some skill points to invest? And if you're a warrior, wouldn't you be wearing some boots and stuff?

So here is my proposal: Level 1. A few skill points to invest. Some random crappy magic items. Would it take away from the game at all? No! You'd just avoid that needless waltz around the Blood Moor beating things with sticks. It would allow you to get right into the action.

Sorry if this is a reiteration on what someone has already said. I did try searching for it a bit.|||This would most definitely be helpful. On the same note, the low level skills need to all be VASTLY different from each other- one of my biggest problems with D2 is that until level 18 or so, almost every attacking skill is either "basic projectile that does damage" or "normal attack with some side effect." What's the point of a skill that, in terms of gameplay, is no different than normal attack/throw?|||I can see the rationality to your thinking sorcererbob however after you've made 20-30 characters even your solution will seem lame. I'd say more randomisation is in order to make the start-game more interesting.|||Randomisation in what way? As in the starting areas, the equipment you get and the enemies you kill?

I'm for those things.|||Because it gives something to look forward to straight away.Give chars a few decent items in the begining and the items that drop wont seem so exciting.See how people jump on chipped emeralds because they give a major boost at the early levels(or any chipped gems really) then you've got those throwing potions that help a great deal.You need that contrast and the more stages of contrast the more exciting a game is.

Besides if you've played the game so many times that you find the early stages boring then you can always twink.

Oh I must add theres a certain D2 mod that does exactely this,gives your chars some early gear but at the same time makes a lot of the early drops useless.|||Quote:








This would most definitely be helpful. On the same note, the low level skills need to all be VASTLY different from each other- one of my biggest problems with D2 is that until level 18 or so, almost every attacking skill is either "basic projectile that does damage" or "normal attack with some side effect." What's the point of a skill that, in terms of gameplay, is no different than normal attack/throw?




Yeah and then the game is rigged so that unless you specialize in one of these attacks and get a mana leech ring, well, your basic attack is just not going to cut it. Maybe some skills that try not too hard to be the basic attack, and let the basic attack be the basic attack, and make the skills more like special skills for special situations... instead of just "hit harder - 2 mana"...

On the topic, I like the idea, especially if there is going to be less loot around and more crafting at the smithy anyway. Then it won't be so obvious to just run some version of blood moor and equip the first quilted armor from a quill rat.. as if rat's wear armor anyway...|||Quote:








"Well met noble Paladin, its been a while since I've seen any of your kind in the West," says Warriv to the new born level 1 character. Let me ask you, how does Warriv know that he's a Paladin and not a town guard? He has but a sword and a shield, and no skills. What makes him a Paladin?

And let me ask you, whats the part of the game that most people dislike? How many times have you heard "I hate the early game, its so boring."? Why not start at level 1 with some skill points to invest? And if you're a warrior, wouldn't you be wearing some boots and stuff?

So here is my proposal: Level 1. A few skill points to invest. Some random crappy magic items. Would it take away from the game at all? No! You'd just avoid that needless waltz around the Blood Moor beating things with sticks. It would allow you to get right into the action.

Sorry if this is a reiteration on what someone has already said. I did try searching for it a bit.




I think this is a really good idea. You wouldn't need every slot filled with a magic item though, some could be low quality like a cracked sash. This would add to the cool randomization aspect to keep things interesting and at the same time you wouldn't pass up the chance to pick up a normal or superior sash to replace the cracked one you started with.|||To answer the first question, the paladin would have his symbol on his chest or w/e, and his arival would be the talk of the town, so that's how Warriv knows who he is.

I think it would be realistic to have a plain sash, boots, cloth cap, quilted armor as mentioned one post above. We can clearly see our characters on the screen are not barefoot and they are wearing clothes. It would feel cool to take that stuff off and replace it with the magic stuff that drops early on.|||I can see how this could be sort of tricky from a design standpoint. The benefit of slowly giving players a single point every time they level is that they don't feel overwhelmed by the choices that they've got. It's easier for a play to place one single point then it is for them to place five or ten points.

I wouldn't really be opposed to the placing of a single point, to get people kick started.

Then again... with a respec system in place that isn't stupid, my complaint becomes somewhat moot.|||Maybe I could see getting a single skill point or already having one basic skill assigned from the start. As for magical items, I say no. It wouldn't really help you much and it would take away the excitement of getting your first magical drops.

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