Thanks for the thorough response, Ryme. I am always hesitant about posting in this thread because I get the feeling that people think I'm criticizing just for the hell of it, when I really just like the game a lot.
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One of the benefits of the pit as it stands now is that it's always a difficult fight, whatever your level/status. It's the only place in the game where, no matter your situation, it should be a fair (or at least decent) fight. So I'm not ever going to change that. Taking it away would leave a lot of people feeling, "where the heck can I go now if I want a challenge?"
Well, it doesn't have to be the pit, then. It could be a new area.
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One of the things that's slowed me down is your suggestion (and my thoughts on it) are hovering around the Fernswarthy's Basement zone in KoL, and I'd like to work in some distinctive differences from it, if possible.
Fair enough, but you shouldn't let it deter you. A good idea is a good idea, and this concept is common in all RPGs, not just KoL.
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It's really not necessary to point to/repeat comments from earlier posts in this same thread. I know it's there. If I haven't done anything yet it's because either I like the idea and just haven't had time, or I disagree with the idea. Either way, repeated calls for the same action will tend to annoy me rather than help me.
I apologize. I was only using it to compound/support what I was saying now. I suppose it was unnecessary to bring it up again.

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Class-specific items in particular are tough, not only because it's a completely new thing to code, but also because I end up doing the same amount of creative work for 1/4 of the playerbase, meaning in a utilitarian fashion that there's less "fun" for the amount of work, or four times as much work to get the same amount of fun in the game.
I'm not sure this is a good way to look at it. Sure, it will take longer to complete a project like this, but I think the reaction will be one of overwhelming excitement compared to standard item additions were it completed.
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Also, I'm not sure I see a major distinction between having a riddle that takes some work to unlock the new area, and adding a quest in an old area. Both provide the same amount of enjoyment, roughly, to the players, I think. Maybe I'm wrong about that, I dunno.
There isn't really, it's just that there's so many empty zones right now that it seems a little odd to be adding a new one. Of course, I really like the new zone as well; interested to see what kind of quest is there.
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So I'm on the path you want me to be on, you just don't know it yet. (I realize that you probably couldn't know it, as the development plans aren't posted anywhere, so I'm not holding that against you.)
Always trying to keep us surprised ...

Thanks Ryme. Have a nice day.