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Posted

Please add the ability to set fire to our own swords/weapons using our own magic. Or perhaps using magic to also apply other temporary elements to our weapons like poison, frost, electric, etc. 
 

pros: temporary damage boost when in a rough situation. Sets fire to other things, people and can be used as a source of light or scare tactic to push away threats (wolves etc). frost can be used to freeze people over time when hit, poison can slow enemies down and weaken their damage output then of course electric can be used to stun an enemy when hit which can chain to other enemies. Will look awesome. 

cons: use this tactic carefully as it degrades the weapon massively which will require repairing. Short time of use, but will last the longest if player has a high magic level. 

  • 1 month later...
Posted (edited)

Here’s a suggestion:


Try to find ways to implement combat and non-combat activities in a way that attempts at merging modern and oldschool mechanics and systems. Think a bit outside of the box with that. There’s plenty of modern straightforward action games, first and third person, that already fill that ”void”. Something a bit different mechanically and systemically might not be such a bad idea even if it might sound a bit unorthodox on the outset.

Also, the character systems themselves (skills/stats), there’s plenty of room to strive outside the normal fight/sneak/speak setup. Try to explore those avenues and spice up the experience woth things outside that trio. And hete I mean things actually outside them, not just ”here’s a alchemy skill; it’ll let you create potions and beveragies buffing you up to be a better fighter/sneaker/speaker”, or ”here’s crafting skill; it’ll let you create items that’ll help you become a better fighter/sneaker/speaker”.

E.g. how about learning languages so you can interact with certain people at all, or cartography to keep up to speed in the wilderness and dungeons, for two examples.

Also(2), varied utilities for skills. Perhaps your doctor skill allows you to learn the human anatomy that can help both in healing and in combat (knowing where the vitals are); perhaps there’s a biology skill that helps learning from the flora and fauna of the land. And so on, and so on. 

Stuff like that. Bits of added intrigue among the usual killing and persuading.

Edited by Undecaf

Perkele, tiädäksää tuanoini!

"It's easier to tolerate idiots if you do not consider them as stupid people, but exceptionally gifted monkeys."

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