Yeah, that's really all I want. I'd prefer to see it systematically built into the systems so the world reacts to player inputs, but I'd accept a player expansion system. That SOUNDS like what EQN is talking about (with **** like "we introduced dragon mobs so the entire world changed"). If that change means designers have to sit down and individually place the spawning nodes in zones, it won't work. But if they build the game so they can just hit a button that says "Dragons emerge" and all they have to do is code dragon behavior and a starting origin, and the rest can proceed according to how the players interact with dragons (and how they interact with the existing mobs and such).
That would be a ton of fun. Whole zones that end up claimed by dragons, because they're in low-traffic areas of the game world, which means you end up with valuable, high-level dragon mobs there, which means they become busy, which makes dragon populations fall, so that the giants in the previously popular zone recoup and invade nearby zones... etc.
If that's unified with a dedicated horizontally expanding skill system that lets players organically grow their characters with the skills they want, allowing them to meld into groups by bringing a unique set of skills (a la DD) rather than a very specific set of class-based skills, then I'll be quite pleased.
I get bored with purely gear-based progression really quickly. But if there are always new skills for me to pursue and such, I'll be much more interested. Particularly when time lets me unlock new ways to play my character (Do I want to set my tank up as a self-healing build, a mitigation build, an avoidance build, a support build, etc., do I want to pursue the skills to switch into DPS roles, do I want to be a SnB tank or set up a greatsword build, etc.)
BUT that's probably a complete dream at the moment.
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IDrownFish wrote:
Anyways, you all are horrible, @#%^ed up people
lolgaxe wrote:
Never underestimate the healing power of a massive dong.