POLL: MS:R Items and Inventory

What is your personal preference?

  • Item Attributes: Static, predefined stats/mods

    Votes: 7 58.3%
  • Item Attributes: Random (RNG) stats/mods

    Votes: 5 41.7%
  • Item/Drop Variety: Low/Gated (MS:C-style)

    Votes: 9 75.0%
  • Item/Drop Variety: Scaled (Elder Scrolls)

    Votes: 1 8.3%
  • Item/Drop Variety: High (Diablo-style)

    Votes: 3 25.0%
  • Inventory: Slot Limit (per bag)

    Votes: 7 58.3%
  • Inventory: Weight Limit (per bag)

    Votes: 5 41.7%

  • Total voters
    12

Lark

Adventurer
MSC Developer
MSR Developer
Lead MSR Developer
Dec 30, 2009
36
20
Oregon
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.
 
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