I was lurking /v/ and stumbled upon a thread where OP asking for MMO with a merchant class. And I read a few post talking about a class where the focusis only on gathering stuff. That makes me thinking...
So, this is just my general idea and maybe some MMO already implanted it, I don't know. I rarely play MMO anyway.
How about making a class with the sole purpose of gathering items?
Like in real life where trained people could identify which stuff is more valuable (like appraising diamonds, etc), the higher this class level is, the item drop rate will also increased. So where other classes have to do some farming just to get that rare item, this class have <i>much</i> bigger percentage to get the same rare item.
Maybe this class could have a low offensive stats so they would need backups from other classes just for gathering items. Add the "community-based market system" like in SWG, maybe this could be a decent idea.
Thoughts, Flood?
(PS. My English kinda sucks, so maybe some stuff that I wanted to say doesn't translate well)
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Only the merchant would benefit from this. So it would still be an issue for other classes. The only difference is if you play a merchant, you're now underpowered which is no fun.
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I am an investor in eve. does this count?
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Lineage II has a merchant-material-gathering class, available to dwarfs only. It works really good.
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3 RepliesSolution to low drop rates - don't base the game on low drop rates, but rather high material requirements for crafting. That way progress is incremental and can be tracked.
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For smaller MMOs this might work but not something like WoW.
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6 RepliesA class solely based on increasing item drops? That's not really good or fun.
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2 RepliesMaking sure a certain class has an advantage at getting that expensive loot, no that ain't good, it doesn't even adress the farming problem.