Andrew "Tamat" Beegle: With rarely dropped fabled trade skill components such as Yew and Rubicite, why were these recipes never updated with the ability to be imbued to keep them in line with the theme of other crafted armor, and make them more desirable than the 'common' fabled loot from the same mobs?
Ryan "Blackguard" Shwayder: It was never the intention to create imbue recipes for Yew and Rubicite pieces. The items created from such recipes are already superior to the "common" fabled loot, so we don't currently plan to make imbues for these components. This came up at the last FanFaire, and Frizznik mentioned that he would look into it. He did, as did Beghn, and they decided that it wasn't necessary. We'll likely be covering issues such as this more in-depth in the future when we talk about... other things... that I won't mention here just yet. ;)
Andrew "Tamat" Beegle: Will you guys be introducing AA's (Alternate Abilities) for the high-end players that grind to 60 and get bored out of their minds? Or at least something similar to that, enabling players to advance their characters past the max adventure level?
Ryan "Blackguard" Shwayder: We’re absolutely looking into the kinds of things we can do for parallel or post-end game advancement. Adding new character powers is a tricky balancing act. We want to ensure that whatever we put out there is fun, rewarding, and powerful. At the same time, the trick is for us to do so in a way where we do not cause a stratified layer of “you must have all of your extra advancement, or you can no longer play the game,†as that then steers the entire direction of the game toward the hardest of the hardcore, which isn’t desirable for the other 97% of the people who play.
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