Originally Posted by
Thundyrz
Ok thanks for the clarification. I admit I'm worried about taking gear in this direction. As Ravager pointed out, having too much gear for players to manage can be major drag on gameplay. Players will end up spending our precious resources, our time and gold, on managing gear and respec-ing our skill builds.
During gameplay, things change quickly and often. For example you might be called on to join a CTF clash game just after you finished running an Elite dungeon. And, right before that Elite dungeon you tried a timed run in a normal map and before that you were standing in Expedition camp looking shiny with a banner and before that you were goofing off in the guild hall with pets. Having to switch everything constantly throws up barriers and makes game relationships harder to maintain. If my friend calls me to pvp moments after I finished switching to my underhul gear and spec, I'm not going to want to go help him or her.
Again, with gear that's the 'best everywhere' we didn't have to think about switching our gear. Now we have to worry about gear sets, jewels (yes the antignome buff def helps on that front, but that's a band-aid), and respec-ing. If this is the direction gear will go, please consider an overhaul of how gear and respecs are managed in the client. Loadouts that are accessible on the main screen and having multiple skill builds that you can switch between (and don't have to pay for every time) would be very positive steps.
Gear sets that are zone-specific increase overhead costs, both for the players and for the developer. If you do ultimately go that route, I want to ensure devs are prepared to absorb the extra develompent costs needed to ensure gameplay is not impeded. What truly makes this game is fun is the people we play with and the friendships we develop. Those relationships are STS' most precious resource, imo.
Bookmarks