See the prior discussion here before voting.
I'd like to know which direction the community would like to see a MS:C successor head for certain gameplay elements, starting with items and inventory: Item variety, features, and drop rates will have a direct impact on inventory size and implementation.
Item Attributes: Static Stats/Mods (Every base item has the same stats; can be enchanted with leveled effects [+1/2/3 Strength])
Item Attributes: Random Stats/Mods (Adds between 5-10 Strength, and a random effect like +10% Critical Hit Rate)
Item/Drop Variety: Low/Gated (MS:C-style, decent loot requires solving puzzles, finding secrets, or defeating bosses)
Item/Drop Variety: Scaled (Elder Scrolls-style, decent loot can be found anywhere, depending on character level)
Item/Drop Variety: High (Diablo-style, it's raining items)
Inventory: Slot Limit (Limited to X items per storage container)
Inventory: Weight Limit (Limited to X kg/lbs per storage container)
EDIT: I changed the "Drop Rates" category to "Item/Drop Variety" to make it easier to understand we're not talking about actual drop rate %, but the number of (potentially useful) items you would expect to find on any given map.
I'd like to know which direction the community would like to see a MS:C successor head for certain gameplay elements, starting with items and inventory: Item variety, features, and drop rates will have a direct impact on inventory size and implementation.
Item Attributes: Static Stats/Mods (Every base item has the same stats; can be enchanted with leveled effects [+1/2/3 Strength])
Item Attributes: Random Stats/Mods (Adds between 5-10 Strength, and a random effect like +10% Critical Hit Rate)
Item/Drop Variety: Low/Gated (MS:C-style, decent loot requires solving puzzles, finding secrets, or defeating bosses)
Item/Drop Variety: Scaled (Elder Scrolls-style, decent loot can be found anywhere, depending on character level)
Item/Drop Variety: High (Diablo-style, it's raining items)
Inventory: Slot Limit (Limited to X items per storage container)
Inventory: Weight Limit (Limited to X kg/lbs per storage container)
EDIT: I changed the "Drop Rates" category to "Item/Drop Variety" to make it easier to understand we're not talking about actual drop rate %, but the number of (potentially useful) items you would expect to find on any given map.
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