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	<title>Comments on: The 2% MMO</title>
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	<link>http://www.killtenrats.com/2009/10/22/the-2-mmo/</link>
	<description>a group of adventurers on an epic quest</description>
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		<title>By: Feycat</title>
		<link>http://www.killtenrats.com/2009/10/22/the-2-mmo/comment-page-1/#comment-34636</link>
		<dc:creator>Feycat</dc:creator>
		<pubDate>Tue, 27 Oct 2009 05:45:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=5033#comment-34636</guid>
		<description>I would kill for an MMO that improved your CHARACTER, not the gear. I loved the character creation in Daggerfall, and someday when an MMO comes out that makes and levels characters the same way, I&#039;m THERE.

Pick three primary skills three major skills and six minor skills from a total list.

Spread 50 points among your attributes (strength, agility, stamina, intelligence, etc)

Take advantages (like immunities to a debuff type, expertise in a type of weapon, or fast healing) and disadvantages (like critical weaknesses to certain damage types, lack of spellcasting ability or inability to wear certain armor materials) for more or less difficulty (xp needed) to level.

When you level, you get bumps in your skills depending on how often you use them, more HP/MP and points to spend on your attributes.

Which means your character can do whatever you want it to (no more &quot;you rolled a main healing class, you must heal!&quot; it becomes &quot;you actually rolled a character with the intention of healing, since you took lots of the completely optional healing spells, so go ahead and do the job you clearly want!&quot;) and levels based on what you want to improve. You buy spells from spellcasting guilds. You practice fighting skills at fighting guilds. 

Then yeah, give people swords made of metal, armor made of leather, and stop with the gear creeping. Wear the armor you found or made yourself the entire game, if you want to. Because your character will actually progress as your character, not like Priest #59990, wearing the same tier 70 armor as every other priest, with the same spells and the same talent/trait setup.</description>
		<content:encoded><![CDATA[<p>I would kill for an MMO that improved your CHARACTER, not the gear. I loved the character creation in Daggerfall, and someday when an MMO comes out that makes and levels characters the same way, I&#8217;m THERE.</p>
<p>Pick three primary skills three major skills and six minor skills from a total list.</p>
<p>Spread 50 points among your attributes (strength, agility, stamina, intelligence, etc)</p>
<p>Take advantages (like immunities to a debuff type, expertise in a type of weapon, or fast healing) and disadvantages (like critical weaknesses to certain damage types, lack of spellcasting ability or inability to wear certain armor materials) for more or less difficulty (xp needed) to level.</p>
<p>When you level, you get bumps in your skills depending on how often you use them, more HP/MP and points to spend on your attributes.</p>
<p>Which means your character can do whatever you want it to (no more &#8220;you rolled a main healing class, you must heal!&#8221; it becomes &#8220;you actually rolled a character with the intention of healing, since you took lots of the completely optional healing spells, so go ahead and do the job you clearly want!&#8221;) and levels based on what you want to improve. You buy spells from spellcasting guilds. You practice fighting skills at fighting guilds. </p>
<p>Then yeah, give people swords made of metal, armor made of leather, and stop with the gear creeping. Wear the armor you found or made yourself the entire game, if you want to. Because your character will actually progress as your character, not like Priest #59990, wearing the same tier 70 armor as every other priest, with the same spells and the same talent/trait setup.</p>
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		<title>By: Ignoring the Approaching Diku Gate &#124; Kill Ten Rats</title>
		<link>http://www.killtenrats.com/2009/10/22/the-2-mmo/comment-page-1/#comment-34614</link>
		<dc:creator>Ignoring the Approaching Diku Gate &#124; Kill Ten Rats</dc:creator>
		<pubDate>Mon, 26 Oct 2009 12:02:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=5033#comment-34614</guid>
		<description>[...] from the usual market price it felt like I was making a good decision.  My stats were buffed the usual 2%, and I had another teal to adorn my indigo-hued Captain.  People are still buying my black dye, [...]</description>
		<content:encoded><![CDATA[<p>[...] from the usual market price it felt like I was making a good decision.  My stats were buffed the usual 2%, and I had another teal to adorn my indigo-hued Captain.  People are still buying my black dye, [...]</p>
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		<title>By: Hess</title>
		<link>http://www.killtenrats.com/2009/10/22/the-2-mmo/comment-page-1/#comment-34576</link>
		<dc:creator>Hess</dc:creator>
		<pubDate>Sat, 24 Oct 2009 01:53:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=5033#comment-34576</guid>
		<description>Fallen Earth does have at least one negative to armour. A majority of the first few &quot;tiers&quot; have a negative to coordination. Your coordination stat helps determine how effective the armor you&#039;re wearing actually is. -coo = -melee defense.

Typically the armor with larger -coo gives higher bonuses to resists (which seem to make more of a difference, as armor comes secondary to the dodge skill). It&#039;s up to the player to decide how to balance out your gear. Resists vs straight melee defense. If resists, which do you want to focus on, etc etc.

Also, all rifles give -60 melee defense. This isn&#039;t a huge problem as most things are dead before they get into melee range but in terms of pvp riflemen can be sitting ducks up close.</description>
		<content:encoded><![CDATA[<p>Fallen Earth does have at least one negative to armour. A majority of the first few &#8220;tiers&#8221; have a negative to coordination. Your coordination stat helps determine how effective the armor you&#8217;re wearing actually is. -coo = -melee defense.</p>
<p>Typically the armor with larger -coo gives higher bonuses to resists (which seem to make more of a difference, as armor comes secondary to the dodge skill). It&#8217;s up to the player to decide how to balance out your gear. Resists vs straight melee defense. If resists, which do you want to focus on, etc etc.</p>
<p>Also, all rifles give -60 melee defense. This isn&#8217;t a huge problem as most things are dead before they get into melee range but in terms of pvp riflemen can be sitting ducks up close.</p>
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		<title>By: Gnoop</title>
		<link>http://www.killtenrats.com/2009/10/22/the-2-mmo/comment-page-1/#comment-34573</link>
		<dc:creator>Gnoop</dc:creator>
		<pubDate>Fri, 23 Oct 2009 21:33:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=5033#comment-34573</guid>
		<description>Actually, I still miss Diablo 2&#039;s gear.  MMO&#039;s usually find themselves with gear where you&#039;re looking at simple stat upgrades.  Oh, look!  A chest with 25 more spell power than mine and a few more points of Int, Stam, etc. etc.  I&#039;ll take it!

Diablo 2 had that, but they also had things like... here&#039;s a piece of gear that gives you some Barbarian talents.  Or some Sorceress talents, etc. etc.  Want a Necromancer spamming fireballs?  You can!  Want to stack up lightning resist reduction then go to town with chance-to-proc lightning gear?  Or fire gear?  Or any other element?  Go for it!

It presented quite a few options and allowed those classes to have a multitude of gear and play-style choices.</description>
		<content:encoded><![CDATA[<p>Actually, I still miss Diablo 2&#8242;s gear.  MMO&#8217;s usually find themselves with gear where you&#8217;re looking at simple stat upgrades.  Oh, look!  A chest with 25 more spell power than mine and a few more points of Int, Stam, etc. etc.  I&#8217;ll take it!</p>
<p>Diablo 2 had that, but they also had things like&#8230; here&#8217;s a piece of gear that gives you some Barbarian talents.  Or some Sorceress talents, etc. etc.  Want a Necromancer spamming fireballs?  You can!  Want to stack up lightning resist reduction then go to town with chance-to-proc lightning gear?  Or fire gear?  Or any other element?  Go for it!</p>
<p>It presented quite a few options and allowed those classes to have a multitude of gear and play-style choices.</p>
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		<title>By: KarmaDoor</title>
		<link>http://www.killtenrats.com/2009/10/22/the-2-mmo/comment-page-1/#comment-34568</link>
		<dc:creator>KarmaDoor</dc:creator>
		<pubDate>Fri, 23 Oct 2009 19:06:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=5033#comment-34568</guid>
		<description>I&#039;ve noticed something over the progression of computer RPG games that just doesn&#039;t seem to happen anymore. Statistic decreases. Everything is a plus nowadays, but are there hidden negatives? I highly doubt any MMO implements that since many are trying to reach broad[er] audiences.

In the first Diablo, there were explicitly stated effects on items, whichever way they swung. Diablo 2 made gear all but positive, hiding only the penalty to traveling speed due to weight (though you could find out about it on their website.) World of Warcraft has no such reductions, except perhaps for some joke items.

I honestly think it would be better if items were about singular trade-offs rather than between a hierarchy of equipment. There seems to be no reason for developers to pursue that line of thought, because following it has no obvious way of creating incentive to play.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve noticed something over the progression of computer RPG games that just doesn&#8217;t seem to happen anymore. Statistic decreases. Everything is a plus nowadays, but are there hidden negatives? I highly doubt any MMO implements that since many are trying to reach broad[er] audiences.</p>
<p>In the first Diablo, there were explicitly stated effects on items, whichever way they swung. Diablo 2 made gear all but positive, hiding only the penalty to traveling speed due to weight (though you could find out about it on their website.) World of Warcraft has no such reductions, except perhaps for some joke items.</p>
<p>I honestly think it would be better if items were about singular trade-offs rather than between a hierarchy of equipment. There seems to be no reason for developers to pursue that line of thought, because following it has no obvious way of creating incentive to play.</p>
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		<title>By: Tesh</title>
		<link>http://www.killtenrats.com/2009/10/22/the-2-mmo/comment-page-1/#comment-34564</link>
		<dc:creator>Tesh</dc:creator>
		<pubDate>Fri, 23 Oct 2009 16:55:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=5033#comment-34564</guid>
		<description>Hey, now.  Haven&#039;t heard of hollow jacketed armor burrowing hyperspiral mini-nuke 9mm rounds?</description>
		<content:encoded><![CDATA[<p>Hey, now.  Haven&#8217;t heard of hollow jacketed armor burrowing hyperspiral mini-nuke 9mm rounds?</p>
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		<title>By: Fortuente</title>
		<link>http://www.killtenrats.com/2009/10/22/the-2-mmo/comment-page-1/#comment-34553</link>
		<dc:creator>Fortuente</dc:creator>
		<pubDate>Fri, 23 Oct 2009 09:08:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=5033#comment-34553</guid>
		<description>Well, it is all window-dressing so a game designer could invent anything he or she might imagine to explain the item getting more powerful.

For a sci-fi/modern setting you simply &quot;upgrade&quot; your weapon with items like scopes, hair-triggers, extended clips, nuclear ammo, etc.

And as a strong proponent of TF2 Engiedom, I have brought down a heavy or two in my time with lucky crits from my 9mm. Of course what bearing that has to this I have no idea.</description>
		<content:encoded><![CDATA[<p>Well, it is all window-dressing so a game designer could invent anything he or she might imagine to explain the item getting more powerful.</p>
<p>For a sci-fi/modern setting you simply &#8220;upgrade&#8221; your weapon with items like scopes, hair-triggers, extended clips, nuclear ammo, etc.</p>
<p>And as a strong proponent of TF2 Engiedom, I have brought down a heavy or two in my time with lucky crits from my 9mm. Of course what bearing that has to this I have no idea.</p>
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		<title>By: Moondog548</title>
		<link>http://www.killtenrats.com/2009/10/22/the-2-mmo/comment-page-1/#comment-34549</link>
		<dc:creator>Moondog548</dc:creator>
		<pubDate>Thu, 22 Oct 2009 23:36:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=5033#comment-34549</guid>
		<description>Haha. Touche ;-}</description>
		<content:encoded><![CDATA[<p>Haha. Touche ;-}</p>
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		<title>By: Hess</title>
		<link>http://www.killtenrats.com/2009/10/22/the-2-mmo/comment-page-1/#comment-34548</link>
		<dc:creator>Hess</dc:creator>
		<pubDate>Thu, 22 Oct 2009 22:59:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=5033#comment-34548</guid>
		<description>I&#039;d like to see a game with more numbers. Take stats into a whole new realm. Item stats would be basic: How heavy is it? How much protection does it give you from various sources (Slashing, piercing, crushing, heat, cold, acid, etc)? How well is it made? What condition is it currently in?. No item levels or required skill levels to use them, that all comes down to your character stats and your surroundings. How good are you with that type of sword? How strong are you? Can you swing it two handed or one handed? How much room do you currently have to maneuver? etc etc

I want a spreadsheet and flow chart to be necessary for even the most basic of tasks. Want to kill that pig with a sword? Let&#039;s calculate chance to hit: (sword quality/skill with sword of said quality)+pig knowledge+(((dexterity/strength)*coordination)*character fatigue)+environmental conditions (IE weather, terrain, position relative to said pig) etc etc

Success! You&#039;ve hit the pig! Now lets calculate damage...

Want to run way over there? Well it&#039;s 3 miles over wet, rocky terrain and you&#039;re carrying 150lbs of random stuff. You recently ate a full meal, don&#039;t drink nearly enough water and smoking all that pipe weed means your vV02max is going to be pretty low...it will take you ~45 minutes assuming you don&#039;t fall on your face. Good luck!

Stat bonuses won&#039;t matter nearly as much, if at all, when your relative position to the pig on the &quot;battlefield&quot; means more than how much +agi you get from wearing earrings.</description>
		<content:encoded><![CDATA[<p>I&#8217;d like to see a game with more numbers. Take stats into a whole new realm. Item stats would be basic: How heavy is it? How much protection does it give you from various sources (Slashing, piercing, crushing, heat, cold, acid, etc)? How well is it made? What condition is it currently in?. No item levels or required skill levels to use them, that all comes down to your character stats and your surroundings. How good are you with that type of sword? How strong are you? Can you swing it two handed or one handed? How much room do you currently have to maneuver? etc etc</p>
<p>I want a spreadsheet and flow chart to be necessary for even the most basic of tasks. Want to kill that pig with a sword? Let&#8217;s calculate chance to hit: (sword quality/skill with sword of said quality)+pig knowledge+(((dexterity/strength)*coordination)*character fatigue)+environmental conditions (IE weather, terrain, position relative to said pig) etc etc</p>
<p>Success! You&#8217;ve hit the pig! Now lets calculate damage&#8230;</p>
<p>Want to run way over there? Well it&#8217;s 3 miles over wet, rocky terrain and you&#8217;re carrying 150lbs of random stuff. You recently ate a full meal, don&#8217;t drink nearly enough water and smoking all that pipe weed means your vV02max is going to be pretty low&#8230;it will take you ~45 minutes assuming you don&#8217;t fall on your face. Good luck!</p>
<p>Stat bonuses won&#8217;t matter nearly as much, if at all, when your relative position to the pig on the &#8220;battlefield&#8221; means more than how much +agi you get from wearing earrings.</p>
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		<title>By: Ravious</title>
		<link>http://www.killtenrats.com/2009/10/22/the-2-mmo/comment-page-1/#comment-34547</link>
		<dc:creator>Ravious</dc:creator>
		<pubDate>Thu, 22 Oct 2009 22:53:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=5033#comment-34547</guid>
		<description>Ever seen Casino... with the blueberries? Yeah, it can get ugly, those pastry accouterments...</description>
		<content:encoded><![CDATA[<p>Ever seen Casino&#8230; with the blueberries? Yeah, it can get ugly, those pastry accouterments&#8230;</p>
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