I am waffling on the idea that getting something awesome should or should not be tied to an idea like this. My thoughts are, everyone has a different idea of what awesome is- someone might think awesome is a titan type weapon, where others might find that next to useless and would rather have a super hard to get but, in their opinion, awesome looking deco. Awesome is subjective in nature because the nature of the game is that people can find different things awesome. Additionally, there comes the scale of difficulty, if its made too difficult then only those who are already fully relayered can take advantage. However, if you make the reward that someone with 220 dex and some GoC gear can get, then it becomes too easy.Cornbread wrote:
What I proposed was an idea to get something awesome after putting in some long term work. Now if you took your idea and tied it with the achievement system, or something similar, I could see you getting 1 pt per kill for easy and up for difficulty. You could then either earn an achievement reward or a currency or something that could get you something cool. This would not alienate new players or older players. It would provide you with an incentive to get more awesome gear to get the cool stuff easier but not make it mandatory.
This is really what I think we should be doing in this thread. Everyone throw ideas out and bounce them off each other. The GM's can read and if we do a good job implement a system that we all have thrown our 2 cents in and take all the fleshing out of the idea off them.
Jus tossing thoughts around with your idea Cornbread. What would you think of several quest series (lets keep it simple and go with two "paths" we will call one "warrior" and the other "deco") If you chose the warrior path quest, your reward can be working to a weapon that is like an ancient yumi (to keep it simple) and if you finish the base quest you get the reward, a yumi. Then you repeat the quest with my toggle idea on for tier one- and you turn in your old yumi, and get a slightly better one (lets say it has the benefit of +1 str) that you free up points to make your bow a little more god like. Then you repeat the quest getting into higher and higher levels of difficulty until you achieve the max +20 str to the yumi. And you could do something similar for deco (no idea how that'd work)
My only problems are -
Weps and gear are already overpowered and I think that an idea like this would only contribute to the problem by giving people an even more god like set of gear.
This has the hallmark of making something excessively grindy. Farm monsters, turn in, start over farm mobs etc.
I agree we should be tossing around ideas and bouncing them around and critiquing and refining and really trying to spots where our holes are maybe we will come up with something that amounts serviceable and workable idea that thee +'s can take use as something that enough people have added their 2 cents too that its a good barometer for the type of things the player base is looking to get into.