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RuneScape - I consider the most important questions
Wednesday, November 3rd 2021, 8:20 AM; 191; 0; +0 | 0 | -0
The second option is to reuse your previous design wherever it fits within the new framework. Thirdly, consider new features or taking suggestions to fill in the gap between the design and specifications.
As much as possible, I would prefer breaking down the design into pieces that we can all agree and disapprove of portions of it, without having to agree to the whole thing. For instance, we might be able agree that new mining mechanics are stable and bankable independently of any discussions over drop tables.
Here's an informal list that I consider the most important questions. While I do have personal answers to many of these issues but there are a few which I am unable to answer. This is why I am trying to find a community consensus. Feel free to let me know your own opinion, and to make your case for why others should agree with you. I'm sure there's a lot more I've not thought of, so I'll update the list if I need to.
Big questions. Do we want to keep the status quo as much as possible, or make radical changes if we think we need to? Which compromises are acceptable to obtain a better quality update? What is the importance of the core gameplay of a skill? How important is core gameplay of a skill relative to auxiliary updates (e.g. Artisan's Workshop). What is the optimal equilibrium between Slayering, Bossing, Gathering skills, and Manufacturing skills?
Can it be considered acceptable that a skill be costly to level but profitable at cap? What is the fundamental driving force behind the economy? How do we protect it? Do we really need to? Should we try to control the economy, rather than allowing a free market? What virtues should we be promoting by making these more profitable? (e.g. It could be time, effort and skill as well as loyalty.
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