Mixing in Map Objects...I've been disheartened by the EL mix model for some time. It doesn't really offer much in the way of a game play. So I would extend the mix model to make more use of the map objects that litter the world, as
krayon hints at above.
Opportunities:- No longer require large carry capacity to support mixing - ingredients can be accumulated in a Map Object instead.
- Mixing at storage sites avoided.
- Area affects can provide spot-quests - see below.
- Collaborative work.
Requirements:- Persistent storage associated with certain static Map Objects.
- Game system mechanism to handle law and order - see below.
Method:- Use INGREDIENT on OBJECT - places INGREDIENT in OBJECT.
- Use TOOL on OBJECT - enacts a recipe defined by (TOOL, OBJECT) if character INVENTORY and OBJECT together contain necessary ingredients. Result is created in INVENTORY or OBJECT if space does not permit.
- Use OBJECT - moves "top" item from OBJECT to INVENTORY if space, this is analogous to harvesting, which could be integrated with this mechanism.
Area AffectsWhen the EL Astrology system was being produced, I envisaged it as being a dynamic part of the game world - rather than just another set of global numbers to irritate the players.
From the view point of mixing, I would have liked to see a Seer predict that at some hour, near some location, a powerful conjunction of some nature would occur. Creating certain items under this conjunction could have special enchantments...
This could still work with inventory mixing, but having to find the right Map Object would be far more fun.
Law and Order:When using Map Objects to hold ingredients for mixing, there is no "locking" of that object to a single character or group. Unlike bags, you only need to be adjacent to them. So villains can steal items from the Map Object if they can get in range.
On (serious) shortfall in the EL system is the lack of recognition or support for villains and heroes. Playing villains has always been a part of RPGs (from the D&D Thieves onwards); but in an MMORPG this has to come with a system of law and order, offering recourse to the victims.
Many good suggestions have died on the EL forum because of the lack of a villain/victim resolution in the game. So I propose that serious thought is given to how a system can be created which is both fair and supportable. I have some ideas...