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#ActualLegendre

Posted 11 January 2013 - 05:00 AM


Once you've gone down the road of dropping loot all the time with no recourse, you've created a game where you can't have meaningful differences between like items (e.g. swords) for like players (players with more money obviously can buy better equipment, and there are plenty of ways for rewarding more money to more advanced players). This may be your design, I just want to point out that the drop-loot-all-the-time model is somewhat at odds with the RPG staple of gaining better equipment.


Two very popular games: "Runescape" and "Realm of the Mad God" has this (drop all items upon death) feature too.


#1Legendre

Posted 11 January 2013 - 04:59 AM

<blockquote class="ipsBlockquote" data-author="Ravyne" data-cid="5020112"><p><br />Once you've gone down the road of dropping loot all the time with no recourse, you've created a game where you can't have meaningful differences between like items (e.g. swords) for like players (players with more money obviously can buy better equipment, and there are plenty of ways for rewarding more money to more advanced players). This may be your design, I just want to point out that the drop-loot-all-the-time model is somewhat at odds with the RPG staple of gaining better equipment.<br />&nbsp;</p></blockquote><br />Two very popular games: "Runescape" and "Realm of the Mad God" has this feature too.

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