[MUD-Dev] Unique items vs. item references

Brandon J. Van Every vanevery at 3DProgrammer.com
Fri Aug 9 01:19:45 CEST 2002


shren wrote:

> One note.  Diablo II has something called "rare" items, where an
> item has a collection of random properties.  The magic item will
> be the same as a base item with 1-6 random properties.

And having just finished Diablo II a month ago, I will comment that
they're really, really, really, really boring.  The first time you
get something "rare," that's much better than the other stuff you've
got, ok fine.  The second time, well, hmm.  After that, it's just a
random pile of gobbledygook statistics, it's never really all that
much better than what you've got anyways.  Let's face it, you were
getting the job done drinking lotsa healing potions and hacking
everything to bits with your quintiple melee attack.  What do you
need all these minor variances in + and - for?

Varying quantities isn't interesting.  "Rare" weapons should do
qualitatively different things.  Like leap out of your hand and make
perfect "X" incisions in your enemy's skull, causing their 3D
geometry to fall apart in a highly specific way.  Oh, you can't do
this in Diablo II?  Well, Diablo II isn't all that interesting of a
game, so there.


Cheers,                         www.3DProgrammer.com
Brandon Van Every               Seattle, WA

20% of the world is real.
80% is gobbledygook we make up inside our own heads.


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