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IndiraLightfoot

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Everything posted by IndiraLightfoot

  1. Another neat example! I think the idea of inert monsters attached to others is pretty cool. Instead of having critters being diseased or what not, they actually are in symbiosis with interesting creatures with their own stories and agendas.
  2. That first picture is lovely, TRX850! However, I'd much rather be hunted by him, than be him! So, please let me be some weird necromancer that is in league with some sinister coven of undead (as long as they are not like those vampires in the movie Underworld - Rise of the Lycans.
  3. Didn't D&D have a creature called Memory Moss? That kind of soul-messing mosses would fit right in with the ciphers and their powers. Not very exciting graphically, but it could be hell to pay to pass woods like Great Bear Rainforest and not watching where you walk and touch things. ANd the mossses could grow on treants, enhancing them with new soul-twisting powers.
  4. Not being able to sell them could be one of prices to pay for it being a familiar weapon. Like Rjshae said, it's your trusty weapon, and even it were to break or be surpassed by a new favourite, it would hang over the mantel piece in your stronghold like a beacon of good adventure memories. And to use another of Rjshae's idea: when you "retire" such a familiar weapon, then it turns into a magical item enchancing your very stronghold!
  5. In an ideal CRPG, there is no such thing as a side quest, they are all just quests, or better still, "objectives", although I am aware that word can mean a lot of things in these forums, and I mean it in a very general way and not as something necessarily counting xp.
  6. Hmm, I love the idea of loyalty to a particular weapon - and that sticking to it should be rewarded. So, the longer you use it, the more levelling possibilities you get on the weapon (and not on your pc). It's a single weapon thing, not a singe pc thing, and the levelling is "automagical", but you, the player, get to pick choices in a perk tree or something. So, the spending would never lessen the character's pool of perk picks (including weapon proficiency, power attacks, etc), the spending is of feats unique to a weapon familarity system.
  7. Interesting point, and it actually implies magic when weapons do get better that way. Once again, man yf those magical weapons of yore in medieval legends got to be magical because of its former wielder. If a highly esteemed chieftain or a king successful on the battlefield had used the weapon, it had somehow gotten charged with power and magic. Thus, this would be great for our heroes as well. A mundane weapon that they use for their great or dirty deeds turn magical over time and you get to level it up, etc. But mind you, this require magic to begin with, so wherever we turn, a weapon familiarity system of this sort will mean mundane weapons turning magical in a slow process that we as players get to steer a bit. The other stuff, where you get better using a particular weapon, it is a matter of weapon proficiencies and the like.
  8. Here's another lovely idea: http://forums.obsidian.net/topic/63145-small-suggestions-easily-implemented-ideas-quickfire-thoughts/page-7 TRX850 proposed that scrolls and documents remain rolled up/unopened (as a visible icon) in the inventory until they are read, upon which their icons change to an open(ed) format. -Scrolls and documents have different icons for when they are unread and read link: l -Sticking to a weapon will set off familiarity rewards and even quests over time link: lll -Flexible and intuitive spell effects that can be adjusted to fit encounters and environment link: lll -Icons marking the tone and skill implemented when picking dialogue options link: lllll -Quests, or rather objectives, centered on discovery, intrigue, info and non-fetch, non-kill X critters-goals link: lllll -Innovative ideas for strategic cipher abilities before and during encounters link: lll -Guns can be used on certain doors and chests to open them link: lllll -Nice UI for weather and temperature, including an adaptive fog of war link: llll -Maps, weather and environment affecting spells and the party link: llll -Magical artefacts for our houses and strongholds link: llll -Give magical non-weapon items much more love link: lllll -Beast-of-burden teams embodying the deep stash; they are useful and sometimes shady link: lll -Individual party-member quests in cities to challenge their personal strengths & weaknesses link: llllll -Armour and weaponry can get "enfeebled"/"fatigued" over time, easy repair link: lll -Temporary abstract armour degradation in combat, repairs are "automagical" link: llll -Crafted magical items are few, unique and true achievements link: llllll -Loot is "branded/tagged", origin of items affects NPCs differently link: llll -Magical items are very rare, gold is for consumables link: lllll
  9. Secret doors is a classic in RPGs, and I'll hope there will be lots of them, especially in the slightly more modern PE setting. But in the same vein, something that I've sorely missed is secret drawers, you know those hidden compartments in clever furniture, etc. I'd love to sneak around and look for those. Also, TRX850's idea of scrolls that remain rolled up until they are read is very neat. I'll add to it the thread "Great Ideas Not to Be Forgotten".
  10. Rjshae: remarkable objections, no doubt! Personally, I think that the idea of some kind of evolution of specific weapons is very appealing. If you stick to it (magic or not), there can be development and choices around the corner, almost as if the weapon itself was levelling up from time to time.
  11. Fear not, captain KaineParker! That Cesspool Ooze will soon shrivel up. Two or three beams from my positivitron wand, and it's history! And alas, I have a feeling that our good old monk will bring borth his razor and do short work of this debate! No, I don't mean Forton, captain. I mean, Occam.
  12. That gave me an idea: For certain types of monsters, such as those of the insect family (beetles, ankhegs, ants), not killing all of them in a certain area means that there are more when you come back. So, say, a group of ankhegs in a habitat (a few fields) is an objective, then if you don't kill them all in a sweep, you will have them back at full strength next time (soemtimes there'll even be more of them, entire infestations). The same goes for certain fast-breeding mammals, like giant rats. And while I'm at it: If a dozen kobolds in a forested valley is an objective, then failing to kill them all we'll also mean that there are mor of them next time: Why? Coz the survivors have mustered reinforcements, sometimes a few stronger opponents. A kobold chief they knew next door or that weird cave troll they've been getting along so well with up in the crags. What do you think?
  13. Great thread! As I said in that pther thread, I reckon shields too would fit this familiarity scheme perfectly (but not armour items). I also think that you should be able to get to name weapons after you've had them for a substantial via that tracking system you discuss, Thrashman. I mean, people today name their cars and computers, so why not. Archaeological finds in Early Iron Age Europe (like 1,500 years ago) show that weapons like spears and also jewellery had names engraved in them (and that in a time when the FUTARK-alphabet was new and presumable "magic" in itself). So once you get to name a weapon perhaps som perk is in order? Obviously, a little weapon swapping shouldn't mean that you immediately loose those familiarty points on a favourite weapon, so there is a need for a simple, fair and clearcut system that recognizes these familiar weapons and shields. The bottom line is: There should be rewards for sticking to a weapon, and that goes for magical weapons too, no?
  14. Interestingly, those ideas that concern quests and magical items seem to be the most popular at the moment! And ideas on loot hauling and armour degrading are the least popular. Keep voting, folks! Smithereen: Yes, time limits should be implemented when they would be appropriate, and failure should affect your (faction) reputation.
  15. That is true, Trashman - not all slightly better items need to be fainlty magical: they can be of higher quality or have special qualities and treatments onto them that make them interesting, and with your weapon familiarity-idea, things could get interesting that route too (don't forget shields! ). And I look forward to that thread!
  16. It's good that you can edit it, and 30 great ideas and then a new poll is viable. Go ahead! I will always keep the old thread as it is a good format for collecting it all and keept that important process going.
  17. Good point, JFSOCC! And a very important point can be deduced from it: Game mechanics of all sorts are inherently degenerate in some form or another, so perhaps would the debate in this thread benefit from us laying all arguments about degenerate gameplay aside? What matters is a clever, neat and solid xp system that can handle combat-xp and on-combat xp in a consistent and rewarding manner that feels as natural and non-contrived as possible to the players.
  18. Delicieuxz: The import point, I reckon, is that one and a single line in a dialogue list/tree can be used. It would be a really economic way to make dialogue options in the game. Such lines would be accompanied by some icons/symbols that make it possible for you to use skills and such, or even lie: For instance: "I really need that charm." [Lie] [Threaten] [Convince through diplomatic skill], etc, but think icons instead.
  19. Well, then we are not at all far apart in this discussion, Alexjh, and the DS I-start sounds like an interesting template.
  20. Osvir: For goodness sake, nope! All votes in my original post will be based on the votes within that thread, nothing else.
  21. Great ideas, Osvir! I'll resort them, so that the newest ones get added at the top of the list. I still would like to keep the list chronological, but color coding 5, 10, 15, etc is interesting. And I'd also like to thank Trashman for his poll initiative, but the only way to keep an ongoing voting system for a list of great ideas that will constantly grow is this (so far). -Sticking to a weapon will set off familiarity rewards and even quests over time link: lll -Flexible and intuitive spell effects that can be adjusted to fit encounters and environment link: lll -Icons marking the tone and skill implemented when picking dialogue options link: lllll -Quests, or rather objectives, centered on discovery, intrigue, info and non-fetch, non-kill X critters-goals link: lllll -Innovative ideas for strategic cipher abilities before and during encounters link: lll -Guns can be used on certain doors and chests to open them link: lllll -Nice UI for weather and temperature, including an adaptive fog of war link: llll -Maps, weather and environment affecting spells and the party link: llll -Magical artefacts for our houses and strongholds link: llll -Give magical non-weapon items much more love link: lllll -Beast-of-burden teams embodying the deep stash; they are useful and sometimes shady link: lll -Individual party-member quests in cities to challenge their personal strengths & weaknesses link: llllll -Armour and weaponry can get "enfeebled"/"fatigued" over time, easy repair link: lll -Temporary abstract armour degradation in combat, repairs are "automagical" link: llll -Crafted magical items are few, unique and true achievements link: llllll -Loot is "branded/tagged", origin of items affects NPCs differently link: llll -Magical items are very rare, gold is for consumables link: lllll
  22. Okay, the "Ideas not to be forgotten"-thread is here: http://forums.obsidian.net/topic/63295-ideas-not-to-be-forgotten/ Sure, here they are, but new great ideas will trickle in all the time, so there will be a need for that kind of system anyhow: -Magical items are very rare, gold is for consumables link: llll -Loot is "branded/tagged", origin of items affects NPCs differently link: lll -Crafted magical items are few, unique and true achievements link: lllll -Temporary abstract armour degradation in combat, repairs are "automagical" link: lll -Armour and weaponry can get "enfeebled"/"fatigued" over time, easy repair link: ll -Individual party-member quests in cities to challenge their personal strengths & weaknesses link: lllll -Beast-of-burden teams embodying the deep stash; they are useful and sometimes shady link: ll -Give magical non-weapon items much more love link: llll -Magical artefacts for our houses and strongholds link: lll -Maps, weather and environment affecting spells and the party link: lll -Nice UI for weather and temperature, including an adaptive fog of war link: lll -Guns can be used on certain doors and chests to open them link: llll -Innovative ideas for strategic cipher abilities before and during encounters link: ll -Quests, or rather objectives, centered on discovery, intrigue, info and non-fetch, non-kill X critters-goals link: llll -Icons marking the tone and skill implemented when picking dialogue options link: llll -Flexible and intuitive spell effects that can be adjusted to fit encounters and environment link: ll -Sticking to a weapon will set off familiarity rewards and even quests over time link: ll Also, it seems your poll is missing a few of the great ideas we've gathered so far.
  23. Trashman: That is true, and I love Mythbusters! And yet, for a fantasy setting, I can live with that. There are loads of things that would be non-working myths in a CRPG like this, and that's fine. I know you advocate for better realism and more survival, but I think it would make for a lot of non-passable obstacles in the game if you bark up that tree to deep. Lockpicking, for instance, would be hell, since the development of locks was fast and quite efficient in the medieval ages. A few lock mechanisms are still in use today, so bigger locks where a bolt clipper wouldn't stand a chance would be the end for our dear PE party. And detecting traps would be really difficult and important. And on a sidenote: What about a magical high-energy beam directed at bolts and pins in a lock or on a door? That would surely beat a flintlock shot, no?
  24. Alexjh: No need for those slots to be empty. You could make rings and amulets that are very faint in magic: Perhaps a talisman that glows a bit in the dark, or a ring that adds to detecting traps or some boots of cold resistance + 5%. I just want to keep the magic loot rare, non-gamebreaking and not the basis for almost half or even worse the entire game (and this is said by someone who loves collecting loot. I enjoyed Diablo 3 a bit, but in this case I wish to see PE opt more for the BG1-approach). Trashman: I'm still excited by your weapon familiarity idea! I'd like to throw in: It would be great if you could name the weapon after a while (if you want to). Also, shields would fit the same idea quite well too. However, for armour it feels a bit silly.
  25. Thanks, Osvir! A little part of it is actually inspired by a thread you made like two months ago! There you tried to collect and sort all threads in the Game Mechanics subforum into topics and then collect the links. JFSOCC: Consider it done! -Magical items are very rare, gold is for consumables link: llll -Loot is "branded/tagged", origin of items affects NPCs differently link: lll -Crafted magical items are few, unique and true achievements link: lllll -Temporary abstract armour degradation in combat, repairs are "automagical" link: lll -Armour and weaponry can get "enfeebled"/"fatigued" over time, easy repair link: ll -Individual party-member quests in cities to challenge their personal strengths & weaknesses link: lllll -Beast-of-burden teams embodying the deep stash; they are useful and sometimes shady link: ll -Give magical non-weapon items much more love link: llll -Magical artefacts for our houses and strongholds link: lll -Maps, weather and environment affecting spells and the party link: lll -Nice UI for weather and temperature, including an adaptive fog of war link: lll -Guns can be used on certain doors and chests to open them link: llll -Innovative ideas for strategic cipher abilities before and during encounters link: ll -Quests, or rather objectives, centered on discovery, intrigue, info and non-fetch, non-kill X critters-goals link: llll -Icons marking the tone and skill implemented when picking dialogue options link: llll -Flexible and intuitive spell effects that can be adjusted to fit encounters and environment link: ll -Sticking to a weapon will set off familiarity rewards and even quests over time link: ll
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