Widely Available Legendary Items
Posted: Sun Aug 11, 2013 3:48 pm
I know, this may sound like a really bad idea, but hear me out.
There are many types of monsters in the world of Andor's Trail.
There are grinding monsters that give you gold (in the first 20 or so levels) and monsters that give exp (later on). But there are also a lot of monsters that give neither good gold or exp. Some of these monsters are quest monsters that are there to make quests difficult without giving you much reward for killing them.
Some of these monsters are in dungeons that make the dungeons more fun.
But some of these seem to serve absolutely no purpose whatsoever, except to fill in the maps so travelling is more difficult.
Examples of these include: Stinging Wasps, Hardshell Beetles, Anklebiters, wild foxes, wolves, and other commonly seen creatures that have no purpose other than to fill the maps.
Well, what if we were to give them all a specific item drop, maybe an extraordinary or a legendary drop?
The uncommonness of legendary and extraordinary items has thus far limited us to grinding again and again in the same dungeons for a weapon or a ring or a robe or a hat or a glove. But what if there were thousands of these items, with each map filler monster with its own legendary item?
If there were enough of these items, it might even discourage grinding that leads to Sarumar-level players who are left killing everything in sight when they come out of the dungeons as they can instead grind literally everywhere.
However, I admit that designing items for every single excess monster (There are a lot of them) will probably be, well, excessive. Also, that might just lead to players grinding for their favourite items anyway, or worse, grinding for all of them... However, the idea is to make it possible for a wide range of useful items to exist without centralizing the game on any one of them, as is what happened when the ROLS came out. Hopefully, it would be like a smattering of GoLFs all over Andor's Trail.
Therefore, these are the pros and cons I can see with this idea:
Pros:
1: If implemented correctly, there should, theoretically speaking be less grinders as there will be opportunites to grind while on the move.
2: If implemented correctly, the game would be able to limit players to specific levels, making it easier to design the game for gamers, as it would be easier to predict what level they will be at.
3: If implemented correctly, every player would end up with an extraordinary or two by the end of their games as of v.0.7. These won't have to be good extraordinaries; they could be like the GoLF, useful, but not superpowered.
Cons:
1: This would probably make players who have grinded for a year or two to get a RoL really, really, mad.
2: This would also probably make life hard for people who want to collect full sets of items (oh dear, nightmare.)
3: Now that there are hints for where legendary items are, it would be difficult to implement hints for every single one; so maybe we would have to forgo hints for the weak items.
Well, what do you think?
In the meantime, I have also designed a few items for these purposes:
Waspsting: (slightly better quickstrike dagger, drops from wasp)
Extraordinary
Category: Weapon, dagger.
AP: 3
AD: 1
AC: -10
BC: -10
HardShield: (shield of shells, drops from hardshell beetle)
Extraordinary
Item Category: Shield, light
Total AP: +1 (A really light shield helps with moving around)
BC: - 15 (real small, right?)
DR: 1 (hardshell beetles were once the most damage resistant monsters around)
Hide Armour: (Drops from Anklebiter, made from their skin)
Extraordinary
Item category: Armor, leather
AC: -3
AD: +1
BC: 10
That's all so far.
There are many types of monsters in the world of Andor's Trail.
There are grinding monsters that give you gold (in the first 20 or so levels) and monsters that give exp (later on). But there are also a lot of monsters that give neither good gold or exp. Some of these monsters are quest monsters that are there to make quests difficult without giving you much reward for killing them.
Some of these monsters are in dungeons that make the dungeons more fun.
But some of these seem to serve absolutely no purpose whatsoever, except to fill in the maps so travelling is more difficult.
Examples of these include: Stinging Wasps, Hardshell Beetles, Anklebiters, wild foxes, wolves, and other commonly seen creatures that have no purpose other than to fill the maps.
Well, what if we were to give them all a specific item drop, maybe an extraordinary or a legendary drop?
The uncommonness of legendary and extraordinary items has thus far limited us to grinding again and again in the same dungeons for a weapon or a ring or a robe or a hat or a glove. But what if there were thousands of these items, with each map filler monster with its own legendary item?
If there were enough of these items, it might even discourage grinding that leads to Sarumar-level players who are left killing everything in sight when they come out of the dungeons as they can instead grind literally everywhere.
However, I admit that designing items for every single excess monster (There are a lot of them) will probably be, well, excessive. Also, that might just lead to players grinding for their favourite items anyway, or worse, grinding for all of them... However, the idea is to make it possible for a wide range of useful items to exist without centralizing the game on any one of them, as is what happened when the ROLS came out. Hopefully, it would be like a smattering of GoLFs all over Andor's Trail.
Therefore, these are the pros and cons I can see with this idea:
Pros:
1: If implemented correctly, there should, theoretically speaking be less grinders as there will be opportunites to grind while on the move.
2: If implemented correctly, the game would be able to limit players to specific levels, making it easier to design the game for gamers, as it would be easier to predict what level they will be at.
3: If implemented correctly, every player would end up with an extraordinary or two by the end of their games as of v.0.7. These won't have to be good extraordinaries; they could be like the GoLF, useful, but not superpowered.
Cons:
1: This would probably make players who have grinded for a year or two to get a RoL really, really, mad.
2: This would also probably make life hard for people who want to collect full sets of items (oh dear, nightmare.)
3: Now that there are hints for where legendary items are, it would be difficult to implement hints for every single one; so maybe we would have to forgo hints for the weak items.
Well, what do you think?
In the meantime, I have also designed a few items for these purposes:
Waspsting: (slightly better quickstrike dagger, drops from wasp)
Extraordinary
Category: Weapon, dagger.
AP: 3
AD: 1
AC: -10
BC: -10
HardShield: (shield of shells, drops from hardshell beetle)
Extraordinary
Item Category: Shield, light
Total AP: +1 (A really light shield helps with moving around)
BC: - 15 (real small, right?)
DR: 1 (hardshell beetles were once the most damage resistant monsters around)
Hide Armour: (Drops from Anklebiter, made from their skin)
Extraordinary
Item category: Armor, leather
AC: -3
AD: +1
BC: 10
That's all so far.