Quote:
|
Originally Posted by Stevsen
1) Add level requirements on items. I see too may low levels walking around with crazy stuff killing all other newbies because of their item advantages. Also, you could do like in diablo, so that if the item has for example +1, every five/ten levels or whatever, it gets another +1 so if you got it at level one, you will have +2 at level 5..
|
Well, there are already level requirements on prepared weapons. Perhaps the same idea could be applied to enchanted or special armors.
Quote:
3) Add class restrictions. I don't see the point in choosing a mage, but still using big armor and longswords? Here, you could do like in Neverwinter Nights, so that if you wear heavy armor, you have a greater chance to fail when casting spells. Also mages should be able to carry a lot less items, than for example, a barbarian. Another strange thing, is that a priest has to use a wand to cast spells? The way i understand this, you pray to your god to cast spells, you shouldn't depend on a wand. I understand mages do, as it just fits with what we have seen in "LoTR" .
|
With the advent of the potion-quest system, the classes really seemed to lose their distinction. Anyway, heavy armor already causes a greater chance to fail spells. I agree with the wand thing, but unfortunately that's just how the mudlib's designed.