掲示板
Idea for RO2 that would attract American Gamers | |
---|---|
02/08/2008, 07:22 PM | Idea for RO2 that would attract American Gamers |
Bazookatier Posts count: 1 | One of the main things that all the incredibly sucessful American RPGs have in common is that they not only have an extensive combat system, but also a crafting system. This is essentially where the player can generate items within the games not my creeps, but by harvesting and altering the items that they harvested into a usable form. A prime example to check out would be Runescape. Out of all the other MMO's that I have played, their's is one of the more extensive ones as opposed to, let's say...Everquest 2. Here is a link of a fan site that correctly describes all of their crafting/item construction functions, as well as combat skills to demonstrate a great crafting system: http://www.tip.it/runescape/?page=skill_guides.htm -The main thing that I am looking for, as the consumer is a close relationship between gathering and altering classes. What I mean by this, is the skill for mining is closely related to smithing in that it's hard to have one without the other. This not only makes the game more enjoyable but modifies and boosts the market immensely as well as opening far more doors for various quests. To me, the same old boring quests within RO1 merely consisted of "Run, kill 50 of this monster, then 15 of that powerful guy and bring me the loot off the dead body so I can make you a hat!". To me, this is somewhat a tell-tale sign of an underdeveloped game. A better way to do it would be "Go mine me some iron, forge it into an iron bar and then craft a cloth from yarn, so THEN I can make you a hat!" Rather than wearing the bodies/remnants of 65 dead creatures on your head, why don't you wear something that was made from something that could remotely make a hat. Thoughts? Think I am the dumbest thing since Mike Huckabee? E-mail me at corruptedvirtues@hotmail.com |