have a shared bank between those characters. Maybe change the way the max skill cap works to allow for pure crafting characters, but this isn't even required).Ģ. Perhaps start with just 1 character (in this gamemode) and make the unlocking of new characterslots to expand your group cost gold/resources/achievements) Lower skill gaining rates and/or do something with the skill unlocking costs/options The adventure mode (or a new mode) would make a lot more sense with the following 2 changes ġ. Originally posted by DutchFurnace:So, I've been playing for a while and thinking about the following Something like that, some more functional progression paths, while building out a squad of characters, who can be specialists, jacks of all trades, the whole group focussed on warriors, or mages/archers, or 1 god guy with only supporter characters, etc etc. Or my first guy is a miner/smith/farmer, my second a cook/rune, and my third guy will be a mage. Or, at this point, I could have a melee/farm/prayer guy, a melee/cook guy, and my third melee dude who'll become a herb guy. Now I have a melee/miner/prayer guy, a smith/runecrafter, and a mage. I go with mage, and give my first guy prayer, my crafter runecrafting. Now I have a melee/miner and a smith, and I have several options for my third. Then I unlock a new slot and make that guy a smith. To me the game progression would make a lot more sense if I started out with a single character, and over time can choose/strategize between building characters that support/synergize with the ones I already have.įor example, one game, I start with my warrior, and (I could focus on giving him (new) "fighting skills" like for example healing/parrying/etc, but let's I'll stick with the content we have for now) and give him mining.
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