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11-04-2011 @ 7:10PM
Why even have numbers?The way the game is designed now, it seems like a tedious process to constantly be changing numbers (unless they have an internal system that outsources the actual numbering). Not to mention creating all that gear and tuning around stuff..All the numbers are littering the screen, and they don`t make any real sense! "Oh yeah, I critted 86732 - BOOM! I`m the MAAANN!" whatsthat!?I mean, numbers are all good and fun - I love numbers. On a spreadsheet, that is..When fighting bosses, etc, most people filter out the numbers anyway -- why not make it a game of percents?Make four different classes of hits: normal, good, excellent and crit. Better gear moves you up the ladder, ex. blue gear gives only >=excellent (think fishing).Every player has a fluctating bar, showing how well you perform according to your potential. A global bar shows overall group/raid performance. No more littering of the screen -- make room for important stuff.Same thing could be done with the gear. Each spec of each class has a fixed number of combinations (think gem configs: solid, bold, fierce, jagged).Making gear would be easy peasy. Choose class, spec, config and tier.Example of percentage of potency at max level:Naked 50%Quest greens 120%Dungeon Blues 150%Raid tier 1 180%Make it a game of switches and templates, I say!
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