Quote Originally Posted by Dargoth_Draconia View Post
Quote Originally Posted by ellohwell View Post
Before I begin, I just want to say that I think that most of the concepts for Version 2.0 look good. But that's the problem. It only looks good.

When you think about it, 90% of the gameplay is the combat system and the crafting system. The quests and the environments (i.e. the other 10%) merely provide the substrate for that experience. In terms of fractions, most of the game will still be the "same old same old" . . . won't it?

Won't we just be doing the same stuff as always, but with a different backdrop (and the ability to jump up and down)?

I guess my point is, the concepts all look like improvements (cartooniness notwithstanding), but is it really enough? The combat system and crafting systems have a long way to go before they can really be deemed engaging.

I submit to you that the combat systems and crafting systems are not yet enthralling enough to guarantee this game's success, and quite frankly, masking it with some pretty pictures and new zones may not be the best way to go.

The game's foundations are what needs most work, right? And yet the only things that seem to be getting extensive work are the superficial aspects of the game.
Cartoony? You mean the UI I assume? All changes will be made by 2.0 release and with 2.0 we are getting new servers and other things that will fix key gripes of the game right now. But I would like to know how you consider class adjustments and new everything including more battle updates in 1.20 and on to be superficial aspects of the game. Please elaborate more on what you mean.
Please don't encourage him

Quote Originally Posted by Answa View Post
People have been talking about this a lot, but I still have no clue what RNG is. I'm not kidding.

Regardless, it will cut down on the time it takes to level up. A lot.
RNG = random number generator

Most actions involve some type of random number to be generated
For example, if a MOB has a 10% chance of dropping item X, and a 90% chance of dropping nothing, then every time the MOB is killed, the game would request a random number between 1 and 10... If its a 1 then the item drops, any other number and nothing drops

Thats a really REALLY basic example. In practice the random number generator can get a lot more complicated when there are multiple conditions and possibilities

Think of the random number generator as a big ass die that is rolled in the spirit of the games that all of these RPG's descended from