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 Post subject: Monsters and Drops
PostPosted: Feb 18th, '10, 18:57 
Masters of Fate
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Joined: Jan 9th, '07, 15:48
Posts: 637
Location: Somewhere beyond the clouds
Made a separate post for this, but it's related to my "enchanters" suggestion.


This suggestion is "random monster drops". I really liked those back in the day--drops being more -exciting- (and profitable). The system was developed for us where items have random enchantments, allowing a person to find two of the "same item", but those two items can have completely varied properties. This would make the drops exciting again. Coupled with monsters possibly dropping things needed for item upgrades and enchantments, it gives fighting monsters a bit more "fun".

On the same token, I was always fond of the monster "layout" in days of olde (the orcs for example). They made exploration more dangerous (while the monsters were also scaled appropriately) but exciting, and gave rise to some good RPed hunting adventures. Coupled with the random drops and the joys of item-finding, it might be a good idea if they were tweaked correctly.

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 Post subject: Re: Monsters and Drops
PostPosted: Feb 18th, '10, 19:08 
Twilight Council
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Joined: Nov 13th, '06, 13:41
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Location: In ur base killin ur doods.
Great as the idea was it was laggy when everything was done via script. You'd probably need a huge list of items in order for the concept to run smoothly and even then there would be some script on death.

The script I made had a possibility of several hundreds of thousands of combinations at the cost of zero pallet space, but many lag. To make it the other way around (many items, no script) would take effort. However lore's working on something.

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