Maybe place it above the head of the player.
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Maybe place it above the head of the player.
I'd probably get rid of it entirely. With perhaps a slightly different model for the rare versions.
I would hope that in nc3 a rare weapon would actually look different from other weapons, instead of simply reusing the same model over and over again for different weapons.
edit: lol didnt see dj's post
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Originally Posted by Dribble Joy
That just uses more system resources, so you can see why they had to use the same models.Quote:
Originally Posted by Biglines
oh ofc, and it's a lot cheaper to produce as well. I was talking about nc3 though, not nc1/2Quote:
Originally Posted by LiL T
Speaking of rares, I'd like them to place a lot more rares inside of hacknet and make it a challenge to acquire them, make hacknet more useful .
I pretty much agree. I'd like it if the non-PA armor was visible when you wear it.Quote:
Originally Posted by Izeo
I like the swirly =cQuote:
Originally Posted by Drachenpaladin
This is in part a big influence on the part of WoW.Quote:
Originally Posted by Izeo
Even Everquest didn't have the same visual aspect. DnD was largely left to the imagination, with any visual side of things very limited, being secondary to performance.
The swirly is a similar thing. A subtle but distinct model (or even texture) difference would retain the atmospheric nuances without the blatant indication of the current system.
while I agree WoW popularized it, games like diablo and dungeon siege already introduced the concept of making very good armour also have very distinct visual looks, in order to wow others as well as making it more attractive as a goal to gather them.
games like knights online and others before WoW also already had the same system, as does every free to play since then.
but it is true that the fact WoW did it too, makes it almost impossible for a gamedesigner to tell an investor why he wouldn't want that.
Yea, I agree; difficult. :(Quote:
Originally Posted by Biglines
As I support a smaller gap of status, I also support a smaller gap of "character skill," and am more in favor of "player skill". This means, I would like it (in general, not necessarily for Neocron) if a skilled "rank 20" could beat a lesser-skilled "rank 40". PlanetSide was this way, and that was one thing I appreciated about it. So basically, yes I do like character skill advancement, but it shouldn't overpower the actual player's skill so much.
That one's hard to get support for as well, because it's easy to think, "Well why would you want that? So you're saying some n00b should be able to beat me who's been playing for two years?" Well, yes.
(I had someone give me that exact quoted argument once, when talking about my view on this, years ago, in another sci-fi shooter MMO.)
I agree to an extent. The problem is that it needs to be balanced with making it seem like skill points actually doing something.Quote:
Originally Posted by Izeo
lol just remembered make wastelands have radiations lvls, higher when being afar of TH, TG canyon, MB and NC. and lower when closer... and make armors decay to those radiations!!!
what gameplay advantage would this have except for chasing everyone out of the wastelands and into the cities? hell, make p2 radioactive and make everyone fight in the wastelands imho :pQuote:
Originally Posted by Setlec
Wow DJ, 11,000 posts!Quote:
Originally Posted by Dribble Joy
It's actually more. A bunch got cut off with a forum rework several years ago.