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Designer armchair :)

One critique of the idea, what problem is it trying to solve?

Oh, in general I write down the ideas as they are shaped up. So I don't care to explain the long process and all the influences that lead me there.

The basic aim is to provide a deeper system that starts to shift the focus outside the character (and this is something that begins here and then moves on the PvP model I have in mind). That plan is consistent with the rest of my "dream mmorpg". One of the basic elements is that the whole system is skill-based. So no levels.

The aim in that case is to produce a more realistic environment, with an eye to the PvP (that will be the real focus). At the same time I don't want to loose the sense of achievement that is, indeed fun and driving this genre.

If you go look the ideas that produced my article you'll see that one guy proposed to have an archive of your past weapons. With their story not only represented as the physical object but with also all the stats, like the type and quantity of monsters killed.

The process of "giving life" and "personality" to objects is a fun mechanic. It's surely interesting for the players. My idea has its roots here. The objects will grow along the life of the characters. The "skill trees" will define their own "special" story. Each object will become unique in its effectivity and skills and what I hope is that it will create an emotional bond with the player. So you won't have anymore generic "sword+1", nor somewhat rare items that must be farmed for an insane amount of time. No lucky shots, no repetition as an excuse to produce something "rare".

The process of creation of these special items is similar to what makes fun crafting in games. The players love to have something that belongs to them, that is unique and that they developed with the time.

My idea fills those needs (and still has many, many holes to solve). Remaining compatible with the ruleset, the PvP model and the powerful artifacts that will be lootable in PvP.

I've had a similar idea, but instead applying it to characters, have an innate set of statistics that are not discovered until very high levels that would basically shape what the characters abilities would be at endgame. Basically so that the characters would be less cookie cutter at endgame.

Isn't how EQ2 already works?

The point is how you control the process. The players want to know how something will go. They want to know where to specialize and they'll hardly suffer a system that picks those choices randomly.

Your idea may produce players that will finish to "discover" that their character is not the one they wanted. At that point the only possibility is to /reroll and I believe it's not that fun.

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