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I finally found something not allot of games (i know of one Hunter Blade) have. Sharping of your own weapons and the sharper it is the more damage it can do. Now for Magic Archtypes this might not matter that much unless its a magic sword. But still this would be something that could be cool to have .
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Funny, but I really thought the feature most of them ignore is the fun-factor. Just my opinion..
Like Sharpening Stones in WoW? Or just permanent upgrades for your weapons? I personally hate all things consumable, so having to apply a "buff" every xx minutes is annoying to me.
Rift has that
oh gee.. how about crafting / resource gathering that actually matters in the game (yes it has been done, never repeated - swg pre nge)
or player cities / housing (again done very eloguently in swg - pre nge, not to be seen again in any substantial game)
how about some mechanic besides rock, paper, siccors talent trees
I could go on.. and on... and on... Todays major games are all watered down to the lowest common denominator to garner subscriptions.
Playing: Nothing (nothing worth playing)
Favorite: SWG (pre NGE, CU)
Played: WoW, Eve, DAoC, Warhamer, AoC, SWG, Earth & Beyond
Hope: GW2 maybe
Difficulty. This is the #1 thing most games ignore.
Oh and fostering a good community. Most games seem to impliment ideas that tend to break communities apart, or impliment ideas that tend to foster an "anti-community" feel.
More than 2 sides. This would be #2 on my list.
Innovation, not immitation. Seems most games want to "imitate" what works. Well, when you imitate what works, it no longer works because the reason it worked in the first place is because it was at least somewhat innovative. Copying the innovation just makes the original idea more and more stale.
I am entitled to my opinions, misspellings, and grammatical errors.
You pre-SWG'ers crack me up. How many years have it been now?. The only vibe I get from SWG is a very obsessed community that just can't let go.
Replayability... and in that I mean, it's never going to be the same experience twice. Wouldn't it be nice to do a dungeon or a quest in which the outcome is completely random, that know to do the foxtrot won't help you on boss x because once you use that strat, it learns to counter it, so it's never really ever going to be on farm.
Make that game, I dare you.
I would suggest that UO had these, though in a earlier version:) SWG's were a continuation, or i guess, a refinement.
In UO i could go out mine ore, go to a forge and turn the ore into a dagger or sword, equip it and go out and fight with it and gain skill with that type of weapon.
For as far back as it was, i still think UO was one of the best and most original games that have ever been made.