Risk/Reward?!

Everything about Illarion that fits nowhere else. / Alles über Illarion was inhaltlich in kein anderes Board passt.

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Juliana D'cheyne
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Post by Juliana D'cheyne »

Julius wrote:P.S - I have haven't really trained Julius in a week. RP is so much funner then sitting in the crypt or graveyard for an hour.

I really don't understand how some can think that you can't RP and fight also... in the past... going with a group of fighters has been my most enjoyable RP times. The point of the thread is that a "living" can't be earned from this profession, and it interferes with RP.
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Kundra
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Post by Kundra »

To the anti-powergaming idiots that will likely think about posting some rubbish about how Illarion is not about items and skills, please ST(Smile)U... I know what Illarion is about.
What the fuk is your point anyway? for someone who tells half the community what bad rp'ers they are you really are hypocritical. It is obvious from reading this thread that you are a massive powergamer.

if you convince me that mindlessly going around killing thousands of skellies just to get some cash in a roleplaying environment(doesn't matter if no-one was there) is good rp then i'll eat my hat, a warrior would get exhuasted and head back home, and probably think to himself "perhaps there'd be a better way to make money?, like join the guard, or a knighthood..they pay well." or "why the hell am i fighting skelletons in hope of money?" , just because your character is a warrior or whatever doesnt mean you have to fight creatures for your money, if anything you should be fighting these monsters to better your swordplay or some crap like that. Why not get someone to introduce bloody Gladiators to fight infront of the commoners for entertainment, perhaps a GM could front it and pay the Gladiators or summit? But My point is that this thread is ridiculous you are basically asking the GM's to make the game easier for you, where as lots of other PO warrior's had to climb there way to the top from the gutter, it's no easy road for anyone, but it is one that 90% of the community choose....NO WONDER THEY MAKE IT DIFFICULT! EVERYONE IS A BLOODY WARRIOR THESE DAYS!
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Mr. Cromwell
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Post by Mr. Cromwell »

...
Mod me up, Nitters.

@Estralis
But unfair disparity is caused when measures are taken to decrease the amount of money flow in, adversely affecting those who try to make a coin with a sword, whilst little is done to tackle the piles of money already in the game. At the same time lifting up the prices of basic commodities the buy-side needs sounds quite harsh. (Hint) Raising the NPC-selling prices has always raised the money PC-craftsmen ask for their goods. The NPC-price is the lowest common denominator, so if you double the price of that, then craftsmen are able to ask more money simply because you have no choice.


@Flute-effect is the manifestation of pointlesness of money in general in Illa. There isn't much you can do with it after certain point, really. So when you are bored and loaded with money, sure you can spend it on rare things. However, I don't think that this can be included in any sitiuation assesment, simply because such people tend to be a statistical anomality.
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Lrmy
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Post by Lrmy »

Kundra wrote:
To the anti-powergaming idiots that will likely think about posting some rubbish about how Illarion is not about items and skills, please ST(Smile)U... I know what Illarion is about.
What the fuk is your point anyway? for someone who tells half the community what bad rp'ers they are you really are hypocritical. It is obvious from reading this thread that you are a massive powergamer.

if you convince me that mindlessly going around killing thousands of skellies just to get some cash in a roleplaying environment(doesn't matter if no-one was there) is good rp then i'll eat my hat, a warrior would get exhuasted and head back home, and probably think to himself "perhaps there'd be a better way to make money?, like join the guard, or a knighthood..they pay well." or "why the hell am i fighting skelletons in hope of money?" , just because your character is a warrior or whatever doesnt mean you have to fight creatures for your money, if anything you should be fighting these monsters to better your swordplay or some crap like that. Why not get someone to introduce bloody Gladiators to fight infront of the commoners for entertainment, perhaps a GM could front it and pay the Gladiators or summit? But My point is that this thread is ridiculous you are basically asking the GM's to make the game easier for you, where as lots of other PO warrior's had to climb there way to the top from the gutter, it's no easy road for anyone, but it is one that 90% of the community choose....NO WONDER THEY MAKE IT DIFFICULT! EVERYONE IS A BLOODY WARRIOR THESE DAYS!
My goal is not to convince anyone that killing thousands of skeletons is a good way to make money. This conversation is not about how to make money as much as it is about enabling people to make warrior characters if they wish and not have to be a crafter. Not everyone wants to be a knight or a guard. Crafting takes a long time to gain skill in and if everyone as a crafter then no crafters would make money. So I suggest you think about things on a deeper level and try and read between the lines.

Clearly you are a bit rash and have something against a post or two I have made in the past. Instead of flaming me in the forums do it VIA PM or just read my location. I'm shore either of those would make you cool down in a more civil matter than your above post.
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Llama
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Post by Llama »

Suggestion #1: Skeletons...

Skeletons are undead, which were once humans, so it would be logically RPish that a religious order would want to give them a proper burial, since they are cursed. Put an NPC who only buys bones in large amounts, 100.. 150 or so - then gives a good amount of coin in return.

That way, either you go hunt down 150 skeletons on your own, or rather, get a group and go hunting them, then you reap the reward.

Suggestion#2: You need to create a link between crafters and fighters, and butchery isn't the solution. Some creatures should drop something, perhaps something 'magical' which on its own is useless, but is needed to make a certain type of sword.

=
As for the economy, I would assume that crafters would have the most money, successful ones...

Currently, crafters don't have much call for fighters... since they can get anything pretty much on their own... so perhaps, giving fighters the chance to get cold coin, isn't much of a problem, since they use up the most things.

Smith: Uses - Coal, Ores/Ingots + Food [all can be obtained by himself]
for example...
while
Fighter: Uses - Boots (tailor/smith), Leggings (tailor/smith), Weapon (Carpenter/Smith), Shield (carpenter) rings (goldsmith), helmet (smith), cloak (tailor) [if he dies] + Food

Big list for fighters, I think they should be left to circulate the most money around...
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abcfantasy
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Post by abcfantasy »

I'm not against the poor drops of skeletons.

Yes, it is harder for warriors to earn money.

But:

1. Before it was way too easy to earn big amounts of money.

And mostly:

2. Warriors could stop from using excellent salk armors and expensive armor as day to day use. Instead they could make use of armor which skeletons drop, or buy cheaper armor. Shields and swords as well.


EDIT: Another thing. I think it really should be difficult for 'independent' warriors to earn some money. This encourages people to join the guards or some clan, and make it harder for those who just are self-sufficient, which is the way it goes, IMO.
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Siltaris
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Post by Siltaris »

EDIT: Another thing. I think it really should be difficult for 'independent' warriors to earn some money. This encourages people to join the guards or some clan, and make it harder for those who just are self-sufficient, which is the way it goes, IMO.
signed

:P
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Q-wert
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Post by Q-wert »

I just have to agree to abcfantasy in all points

We have too much fighting-based chars, it shouldn´t be rewarded to play one.
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Estralis Seborian
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Post by Estralis Seborian »

I am starting to get it :-) First off, most observations refer to skeletons and their dropped copper. This was lowered, indeed. For other monsters, the drop value was raised. As I stated, skeletons are weak monsters, compete with something that poses a threat to earn more. If one cannot find something between skeletons and demon skeletons, which is a "jump" of 4 (of 8!) levels in mister sunshine's threat staging, that's due to the lack of spawns. I recall that monsters like flying skulls or beholders

Furthermore, intermediate quality items are considered junk because it is easier to craft them and they break fast as hell, thus no PC buys them and NPCs pay a ridicilous low price. So the felt value is very low and the use is nil.

I summarize: Fighting weak monsters is not a way to make profit because proper equipment is too expensive. This is due to the high prices of NPCs that influence the PC prices. Items of lower quality are useless and not worth anything because they break so fast. So, one cannot use the items dropped by weak monsters at all.

Is that the problem in a nutshell?
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Aegohl
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Post by Aegohl »

It's important to realize that Estralis didn't put the monsters where they are. In an ideal world, Illarion would have dungeons where you cut through enough skeletons and you run into something that's more of a challenge and with a higher reward, and enough of those and there's something bigger, badder, and more worthy as well..

That's in an ideal world. Last time I went dungeon crawling, and I'm sure it's quite the same now, you went through a hundred skeletons to see more skeletons, woohee. =)
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Lrmy
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Post by Lrmy »

abcfantasy wrote:I'm not against the poor drops of skeletons.

Yes, it is harder for warriors to earn money.

But:

1. Before it was way too easy to earn big amounts of money.

And mostly:

2. Warriors could stop from using excellent salk armors and expensive armor as day to day use. Instead they could make use of armor which skeletons drop, or buy cheaper armor. Shields and swords as well.


EDIT: Another thing. I think it really should be difficult for 'independent' warriors to earn some money. This encourages people to join the guards or some clan, and make it harder for those who just are self-sufficient, which is the way it goes, IMO.
ABC... The only large clans that can afford to pay one a decent amount for a job involving fighting are cities. Not all characters want/can be a part of a big city. You know why making an "evil" clan is so hard and why it isn't done anymore(on a larger level)? It is because there are so many "good" characters that play, "Lets kill the bandit and jail him every time we see him/her or see he's online"!

I am not sure where you are getting these cheaper wares that are worth buying. I for one would not go spend a silver or two on something that will last me for 10 minutes.

When did people go around wearing excellent armors? Side note: Salkamerian armor is a very easy armor to smith and not one of the best. I do recall some horrible role play that went on in the necromancer room. "Lets kill the same NPC for hours and get many Silversteel armors and other rare things." I am glad THAT NPC is next to impossible to kill. It is actually somewhat balanced if the drops are what they were. Those armors that skeletons drop break very fast. Most characters aren't skilled enough to run around killing skeletons in what they drop.
Is that the problem in a nutshell?
Almost. Do remember that it is not just skeletons that have poor drops, it is all monsters currently.

Necromancer(demon)- Stated above
Necromancer(Human)- Very few coins, 3 normally. Other drops are decent for this monster's level.
Skeleton- Few coins, bad drops.
Ogre- Few coins again(twice as much as skeleton) Not really usable drops. Not to mention the bountiful ogre mages that take a third of your health in one hit.
Demon skeletons- Can kill 99% of people one on one and drop less than 50 coins....ehh...
Trolls- Stronger than ogres and drop about the same in worth.
Flying Skulls- These are actually some what balanced. The 30 minute walk is what throws most off.
Spiders- Again, good job with them but, walk is long.
Mummies- Balanced.

I could go on... The solution I can think of...Find a way to make a warrior get more coins than they spend in the actual trip.
Beldir
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Post by Beldir »

A warrior could maybe earn a bit money as a merchant.. And to be honest: I don't like the idea of getting money for killing monsters at all. And what i've seen so far, a fighter only needs to buy weapons and armor -they get the rest for killing mummys.
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Lrmy
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Post by Lrmy »

A warrior could maybe earn a bit money as a merchant.. And to be honest: I don't like the idea of getting money for killing monsters at all.


Then you don't like the idea of having money in game. Almost all money originates from monster killing in Illairon. Rarely anymore do you see craftsmen selling items to merchants for coins.
And what i've seen so far, a fighter only needs to buy weapons and armor -they get the rest for killing mummys.
Fighters need food and potions as well, which aren't cheap. Uhm...killing mummies? They drop entrails... Fighters have little use for them and they are only worth about 2 coppers a piece...if you can find a tailor that doesn't want to kill pigs.
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Q-wert
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Post by Q-wert »

Beldir is right.

If you want to see a craftman selling stuff, watch Lervo.
I make nearly all his money with crafting, only a few coins by killing skeletons or mummies.
And i can´t say he has no money ig or buys nothing for it.

And a fighter really gets all the money he needs from the skeletons or mummies. If he doesn´t use uber-items that are too expensive.
(you can get a complete leather armor for 5 silver, two swords for 5, in good quality)
That would be just 10 silvers or 166.6 Skeletons or about 3-4 hours exessive skeleton-killing. And this is acceptable.

Do you really want back the good old times?
I just remember my old char, Orfin. He had no real fighting-attributes (in average all important attributes on 11), I did as much rp as training with him. In the end, after 1/4 year, he had 1.5 Golds and a bloody good fighting equipment. Without earning money with crafting.

And if i´m right, Banduk (the merchant) earns most of his money by killing skeletons, not by trading and his equipment isn´t bad.


And finally i have to admit:
I am a "anti-powergaming-idot" as you call them.


Edit:
And mummies drop entrails (2 copper, weight can be handled with scissor) and every second one a weapon that can be sold for 3-10 copper
And it is really easy to kill them, so you can kill more in the same time as you need for skeletons.
So please don´t tell me that there can´t be made some money with them.

And food? Look around there are apple-trees, cherry-trees,...
Potions? well, don´t know. Warriors don´t need them really.
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Lrmy
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Post by Lrmy »

@ Q-wert

Read the entire topic.
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Llama
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Post by Llama »

Aegohl wrote:you went through a hundred skeletons to see more skeletons, woohee. =)
Not to mention you get to see them again when you try to make your way out ;)
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Skaalib Drurr
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Post by Skaalib Drurr »

Hadrian_Abela wrote:
Aegohl wrote:you went through a hundred skeletons to see more skeletons, woohee. =)
Not to mention you get to see them again when you try to make your way out ;)
Then again, pity the guy unfortunate enough to enter a dungeon a minute or two behind someone else.
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Q-wert
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Post by Q-wert »

Well, i just made 15 minutes training in the woods with my new char.
(used 2 poisoned daggers and selfmade leather armor and my char isn´t really good in fighting)
-32 copper
-not good/not bad quality gold ring
-hunting armor
- 7 arrows

I guess better trained and equipped fighters get more, and in my opinion even that what my char got is too much.
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nmaguire
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Post by nmaguire »

-Spawn all kinds of monsters somewhere. A demon as boss in a deep dungeon would be cool
After the lich quest involving Vartaroth, my character was left in a far off dungeon somwhere... not a clue where it was, but it had a ladder going up and another going down. Down was at least 1 lesser demon spawn (I think it was a spawn) and above was a spawn of 10 demon skeleton, some with swords, some with warhammers (way too strong) and some necromancers. If you could get there (you might be able to, but if it was made more accesible and there were less demon skeletons) it would be a very good place to go to with a few characters, especially if more different types of monsters were placed there.
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Lrmy
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Post by Lrmy »

Q-wert wrote:Well, i just made 15 minutes training in the woods with my new char.
(used 2 poisoned daggers and selfmade leather armor and my char isn´t really good in fighting)
-32 copper
-not good/not bad quality gold ring
-hunting armor
- 7 arrows

I guess better trained and equipped fighters get more, and in my opinion even that what my char got is too much.
no better trained do not get more. ;)
Executor
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Post by Executor »

Well, it would be great if there was some service that the warriors could provide traders with. Like being a bodyguard or somthing. That way there would be some more circulation of funds. No traders do this now however, as it is no real need, and few are willing to rp it. Maybe some rule could make guards more appealing. It's much more fun getting money from other players, than from random skells.
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Richard Cypher
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Post by Richard Cypher »

Lrmy wrote: The problem - Warriors cannot afford what they need to fight. Weapons/armor from NPCs are not worth selling/using. Even Ogres and Gnolls aren't worth killing with the current drop system. Troll's either.

The Answer - More coins are dropped by NPCs or better usable items are dropped by NPCs.
I have to agree about dropped items. Gnolls are very fast creatures, and decently strong. Yet there drops are pathetic. You get better from skeletons which would clearly lose in a fight against a Gnoll. Then ogres, which are strong monsters, drop decent enough things but for monsters of their strength their should be better things. If you group up on them lets say two fighters and a mage, there really is not enough to go around. You get a lot of staffs and barely usable longswords. After spending like forty five minutes there we had about 5 silver. It was like 465 or something. That really is not worth it considering the work it took even for one fairly advanced mage and two strong fighters. As for trolls, the drop pretty much the same general stuff as skeletons, leather armor, maces, I am not even sure if they drop copper. I do not think so. A lot of herbs. Yet they are stronger creatures then skeletons. Why should they drop the same?
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Estralis Seborian
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Post by Estralis Seborian »

Hmm, one says, skeletons don't drop enough, others say, ogres, gnolls and trolls don't drop enough compared to skeletons... *shrugs* What do you want, monsters that drop 10sp each?

The key problems, and I am repeating myself, are others, or better, the options to vary the drops are limited:

First off, there is a clear quality staging from scrap (mummies) to very good items (demons). But as we all know, demons are incredible hard to defeat and very, very rare. So, a fighter only competes with low and medium strength monsters and has to base his observations on them. Don't forget, skeletons are weak monsters while ogres, gnolls and trolls all play in the same league, the league of medium monsters.

Also, our current monster staging and item-staging does not fit. While monsters can growth from very weak to invincible, our non-useless weapons and armors play in the same league. There isn't much a difference between a pot helmet and a full helmet while there is quite a huge difference between a goblin and a lower demon. Thus, it is simply not possible to raise the reward proportional to the risk but only in respect to the available item range. Or in other words, the weakest monster drops the most useless stuff while the strongest monsters drop the best stuff - that there is a huge gap between the strength of monsters and only a minor gap between the quality of items is a design "flaw" of this game.

Another point is that Illarion is not designed as a "grinding" game. That means, killing monsters is not the main objective one should have playing this game. Sure, a fighter and hero has to be able to make a living somehow, but compared to a crafter, a fighter can obtain items and money fast enough.

I have stated serveral times that the value of the drops is not determined by the dropped copper. That is just an additional candy. We have the problem that the true value of the dropped items cannot be "realized" due to flaws in the trader system. But this is totally different subject. In other words, if you could sell the looted items properly, their quality and value taken into account, you'd see a clear staging between e.g. skeletons and ogres.

Last but not least, when I and Pendar assigned the drops back then, we had the prerequisite to assign fitting items for each monster. So, no swords for beholders n' stuff. An ogre usually wears leather armor and wields a club or mace, not an albarian nobleman armor. I doubt changing this might add "something" to the game...

So, taken all the above into account, you maybe realize that all this is not a simple affair. I am always willingly to change the monster drops and I am really looking forward for proposals how to do that - in the limits given above. Apart from "let this and that monster drop more copper" and "this and that monster is not worth camping&looting", I haven't read many concrete proposals. Whoever is willingly to help can also take a look into the scripts, they aren't hard to read.
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Post by Executor »

But til this flaw is fixed, maybe you can make them drop coppers instead? As the items droped are not sold to players mostly anyway, they are just sold to npcs. It doesnt really invovle any rp selling to an npc...
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Mr. Cromwell
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Post by Mr. Cromwell »

@Estralis
Does the statistical difference between monsterdrops of say Skeleton and Ogre have any relevance if the players don't notice it? Isn't that sending a message of somesort?
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Estralis Seborian
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Post by Estralis Seborian »

The sad thing is that the difference cannot be noticed. It is not a huge difference and there are no means to detect the true quality of an item. I want to illustrate this with an example:

One of the stronger skeletons drops:

Code: Select all

        done=AddDropItem(226,1,20,(100*math.random(2,4)+math.random(22,44)),0,1); --warhammer
        if not done then done=AddDropItem(230,1,10,(100*math.random(2,4)+math.random(22,44)),0,1);end --mace
        if not done then done=AddDropItem(2737,1,1,(100*math.random(2,4)+math.random(22,44)),0,1);end --morning star
        if not done then done=AddDropItem(231,1,1,(100*math.random(2,4)+math.random(22,44)),0,1);end --morning star
        if not done then done=AddDropItem(2664,1,1,(100*math.random(2,4)+math.random(22,44)),0,1);end --club
A normal ogre drops:

Code: Select all

        done=AddDropItem(226,1,20,(100*math.random(3,5)+math.random(33,55)),0,1); --warhammer
        if not done then done=AddDropItem(2728,1,10,(100*math.random(3,5)+math.random(33,55)),0,1);end --mace
        if not done then done=AddDropItem(2737,1,1,(100*math.random(3,5)+math.random(33,55)),0,1);end --morning star
        if not done then done=AddDropItem(230,1,1,(100*math.random(3,5)+math.random(33,55)),0,1);end --mace
        if not done then done=AddDropItem(231,1,1,(100*math.random(3,5)+math.random(33,55)),0,1);end --morning star
Read like this:
AddDropItem(ID,number,probability,quality,data,category); --item name

What we can see: They basically drop the same weapons, but the quality of the ogre dropped items is slightly higher. Most players will never detect the difference in quality for there is no way to do so. What can one do? Raise the quality of ogre dropped items to 7? What is left for demons and beholders, then? Again, we have a limited quality scale, ranging from 1 to 9. 5 is just average, from this you can see that ogres are not even categorized above average monsters, even though they are tough. There are so many stronger monsters around that this won't be fitting. So, what would you do?

I am not in favor of letting monsters drop more money. This would be fighting fire with fire, fixing a flaw with introducing another flaw one has to get rid of later on, too. There has to be a sophisticated solution. The intended way to make money is that a character slays the monsters, collects the loot, takes it home and sells it, to NPCs or PCs. Back in tgod, monsters dropped no coins at all and always the very same items, over and over again and one was still able to make a living by slaying monsters. Now there is a great variety of monster drops, some even drop coins, but people cannot be bothered with carrying the loot home as it seems. How comes? What can we do about this?

A game where one can stand in e.g. the temple, slaying the respawning monsters over and over again, grabbing some coins and letting the remainin loot rot away, is that the way you want to play this game?
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Post by Executor »

The actual quality doesnt really matter much anyway, as you sell these items. The quality is appearently irellevant to npc traders. But this was perhaps one of the flaws you mentioned?
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Estralis Seborian
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Post by Estralis Seborian »

Exactly.
Not does it only not matter for NPCs, PCs cannot detect the difference, either.
Executor
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Post by Executor »

I see. So maybe let the monster types drop completely different items then? Instead of the same items with varying quality.
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Estralis Seborian
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Post by Estralis Seborian »

I searched for an example where two monsters drop comparable items, to illustrate what I wanted to say. Not all monsters drop the same stuff, or do you have the impression that they do?! OK, another attempt to illustrate on of my points:

Illarion design:
Range of monster strength, below range of item value:

Code: Select all

|----------------------------------------------------------------------------------------------------|
                                    |------------------------------|
What most players exspect:

Code: Select all

|----------------------------------------------------------------------------------------------------|
|----------------------------------------------------------------------------------------------------|
Other games do it like this::

Code: Select all

                                    |------------------------------|
|----------------------------------------------------------------------------------------------------|
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