TigerKnee wrote:You know, one thing I seem to be getting out of the locker "issue" was that it seems like the Dev really wanted the locker system to be DD's equivalent of most RPG's "skill specialization system", so to speak. The one where you put skill points into skills to define your character.
Not as "hard" a spec system like Diablo 2 since you can "re-spec" by finding a new item to replace a slot in your locker but annoying the player through a time cost is part of the "balancing" factor if you see it as a spec system.
That being said, it's hard to visualize items as something "permanent". If it was visualized as "research plans" or whatever... but "put item in locker" tends not to portray an action of permanence and is probably one of those gameplay/representation segregation thing.
I think this was the intention as well. I recall one of the devs stating that they always wanted each kingdom to be unique, and that the locker plays a large role in that.
But most games have this kind of specialisation system that locks you into a prescribed path. The idea is that you restart the game to try a new strategy or build.
But DD is completely open from the start. There's no real reason to restart a game because you have access to every build ever.
The locker is the only element which gives to the player then takes away; it is theoretically infinite but practically limited.
I think this RPG/ARPG style of build specialisation has to be all-or-nothing in a game; either a long haul where everything is customisable or a short game where you specialise that you can replay quickly multiple times.
Edit: now that I think of it, it could be cool to play the game this way. Choose a guild; theif, fighter, mage or preist and only use those classes through the whole game...