- Joined
- May 4, 2007
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- 2,260
Finally some discussion. Let's make this thread active once again, bring it on Kingz!
This problem is active in all other games. If I draw first blood in HoN (an AoS) I may not buy the item immediately(because I have to go to base and that is boring) but I am already fat, and when I get my high tier item it will be mayhem and chaos because I just got it on the sudden and no one had the time to stop me.
Besides, such balancing values can de add to the item system i suggest.
See what I mean?
Just because other AoS and other RPG's use it that is not an excuse for use to follow them. Personally, every time I play an RPG or an AoS I always feel LOST because I never know which items to buy and specially WHEN to buy them. Upgrading items would make things so much easier because you would still be able to have all your high and middle tier items, but built using and upgrading basic tier items. The concept would be a lot wider and easier. There would be no need to know the names of all items nor the names of all recipes and combinations. The only thing the player would need to know would be ... nothing. Just decide what to add to your item and it's done.1st:
Items are meant to have a low,mid and high tier qualities. That separates the items in strength and that is something you see in every game RPG game for example.
I don't see how. I mean, you still have to go to the base and do all the shopping there right?What if a hero gets "fat" early? I mean normally you would have to save a lot of money to buy a high tier item but with the upgrade possibility you can upgrade your low tier item to medium-high without the possibility of you losing money due to a death.
This problem is active in all other games. If I draw first blood in HoN (an AoS) I may not buy the item immediately(because I have to go to base and that is boring) but I am already fat, and when I get my high tier item it will be mayhem and chaos because I just got it on the sudden and no one had the time to stop me.
Besides, such balancing values can de add to the item system i suggest.
That's because you never played pro tier. In HoN it is a usual problem to pick the items and when to sell them. Because every little detail makes a huge difference in the metagame, you have to pick wisely, and more important of all, to sell wisely.Not really. I never had any trouble determining which item to buy/sell at a certain level. You just need common sense and have to actually think which item benefits you and your team the most =\
I don't see why not. I mean, sure a low tier item should NOT be upgraded to a +1000 damage AOE freeze item (it needs limits) but a +1STR item should be allowed to be upgraded to +6STR(buy it 6x + taxes income) and to +10STR(buy it 10x + taxes income). Then the user could pick an aura for the item, like a frost effect or a vamp aura or something. Dunno yet.Low=>Mid=>High
See what I mean?