REMNANT-OMEGA
(?)Community Member
- Posted: Fri, 09 Nov 2007 16:55:08 +0000
The info website said that rings would become more powerful by infusing them with charged orbs dropped from monsters when they were defeated. I had a couple worries about this system but I think I found a way around some of them as well.
At first I was thinking that if the charged orb immediately was absorbed by the person to deal the final blow to the monster, some idiot can follow a powerful group around and deal the final blow to say a boss and get all the upgrades for basically no work.
A way around that problem could be to divide the dropped orbs across everyone that did damage to it based on what percentage each character took off the health.
The problem with that modification and the original is that if you have a dedicated healer in your group then they do not every get the opportunity to improve their rings because they aren't killing anything.
One way to not mess over the healer is to have the orbs not immediately given to the person that defeats it but stay on the ground.
The problem with that one is that you again have some jerk following you around stealling all the orbs off the guys you defeat without doing the work. Since there is no P v P at the start up, you can't drive him away.
A way around that is to to only have the orbs able to be picked up by a character in the same party as the person that defeated it.
Another way to do it would be to automatically divide the charged orbs equally between all party memebers.
At first I was thinking that if the charged orb immediately was absorbed by the person to deal the final blow to the monster, some idiot can follow a powerful group around and deal the final blow to say a boss and get all the upgrades for basically no work.
A way around that problem could be to divide the dropped orbs across everyone that did damage to it based on what percentage each character took off the health.
The problem with that modification and the original is that if you have a dedicated healer in your group then they do not every get the opportunity to improve their rings because they aren't killing anything.
One way to not mess over the healer is to have the orbs not immediately given to the person that defeats it but stay on the ground.
The problem with that one is that you again have some jerk following you around stealling all the orbs off the guys you defeat without doing the work. Since there is no P v P at the start up, you can't drive him away.
A way around that is to to only have the orbs able to be picked up by a character in the same party as the person that defeated it.
Another way to do it would be to automatically divide the charged orbs equally between all party memebers.