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RE: Capture Logic

On top of what I mentioned, we'd want players to be in their optimal "catching" gear when facing encounters or going on a capture hunt where they have maxed out their available luck and their monster roster exists of both tanky and creatures with moves that help immobilize other creatures to prevent their escape. If they find rare creatures they believe to be strong they're going to be very ready to throw the odds as much as they can their way.

We also have to remember that it can't be too easy to catch these, the game is meant to be a long one where we won't see max-level healers and monsters at max stats since but more of a mix of some great/close to max healing items, few great/close to max creatures and/or some great/close to max creature moves. This will also ensure that when players get lucky enough to get great items or a creature they won't just quickly sell it off but realize that they can use this to do very well in the game and that it's actually exceptionally rare and hopefully utilize it as much as possible before they consider trading it off while we try to balance the earnings players with rare items and good gameplay can earn over time compared to a quick trade.

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Good points. I also love the idea of suiting up in your best catching gear. Reminds me of putting on magic find gear in Diablo 2. You could push yourself to see how many raw stats you could give up in exchange for the chance to find better stuff.

Makes even more sense in this game. Capture gear for capturing and then training gear to fight against the toughest opponents for best leveling.

Unless another player catches you in your luck gear when capturing/finding mats and challenges you to a duel you may not be able to refuse. ;)