#55 - Oct. 29, 2006, 8:10 p.m.
Q u o t e:
Whatever, with the exception of a few posts in this thread I feel dumber for having read any of this. You just don't GET IT. Along with half the players in the game.
I like your game. I just think it has way more potential in the realm of item development. But for whatever reason you continue to churn out gear that basically lets everyone be a exact carbon copy of everyone else.
Then when you do come up with something that is different and a few people start using it to there advantage you NERF it. That's it I'm done posting.
I didn't make the thread, don't blame me. :)
The point to these scaling changes is not to disrupt diversity, it's to ensure that past itemization doesn't factor into future content, and that items are being appropriately upgraded through time. Regardless of this specific item, if at any time players are flocking to previous or lower-level content for an item that provides an advantage over items of their own level, then something has gone wrong. In some cases it isn't so severe and doesn't affect the game as a whole (Hydrocane as an example), however if it were to affect the game and become THE item that you had to go back and get, you could be sure that we would take a long hard look at it.
The game is about progression and character development. We don't want to encourage players to regress their characters to back track over long-past progression to get items they might have even passed over before because the item has a newly found perk in specific situations.
If I and half of the players don't "get it", then I can sleep soundly that the designers and the other half of the players understand what's necessary for healthy character and item progression.