Quote (Crossed @ Mar 26 2024 05:02pm)
I know D4 is boring right now that's why I haven't played since season 1 but I do plan on playing in season 4 unless PTR goes really really bad.
Yes, I'd rather there be no trading than to have trading that essentially forces you to tab out of the game.
One of the coolest implementations of trading that I've ever seen was in a game called Knight Online (a Turkish MMO I played nearly 2 decades ago) when you're done playing for the day you teleport to town, find a spot where people are likely to run by you, and set up your shop.
It was really cool seeing everyone in town in their decked out gear repping their guilds and selling crazy items in their shop, a lot of people put their prices at 99999999999 just to show off their incredible finds.
IMO a big part of ARPGs and MMOs alike is to show off all the crazy gear you've worked hard to get so I think it's actually quite crucial to design a system which supports this and sadly I believe almost all ARPGs are really dropping the ball here.
i used to play a game called RYL which had those player shops too. i think around 2005~
i used to setup my shop before i went to bed, wake up and be like oh my goodness look at all this gold! loved that feeling.
i actually have the full source for this game (well, return of warrior) all in c/c++. the crossM engine, network libraries, authserver, gameserver, etc it's a wild codebase
the item crafting in this game was kinda crazy. you could spend years making a good item to get AAA stats. and the item still wouldn't be complete. the item making process involved "item fusers" iirc, where you'd get a stat on one item really high, and then xfer that stat's VALUE over to your main base item. and you'd do this over and over again... to eventually get a AAA statted item. pretty damn cool and a great system to incentivize and motivate players to farm gems, trade, etc.
it also made items have a great sense of value. if you saw a AAA item, you know there was a SHIT ton of work and time invested. like you said, even on this game, they'd show off their item in their stall at a max price too. good times.
edit: there was also item sockets and before you finally 'completed an item' you'd socket it with your gem of choice. man, the more i think about ryl's item design the more i love it. they also had a tetris inventory and combat felt so damn good.
This post was edited by ChocolateCoveredGummyBears on Mar 27 2024 01:48am