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Posted

-Flexible and intuitive spell effects that can be adjusted to fit encounters and environment

 

link: l

 

-Sticking to a weapon will set off familiarity rewards and even quests over time

 

link: l

 

add two l's there please

Remember: Argue the point, not the person. Remain polite and constructive. Friendly forums have friendly debate. There's no shame in being wrong. If you don't have something to add, don't post for the sake of it. And don't be afraid to post thoughts you are uncertain about, that's what discussion is for.
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Pet threads, everyone has them. I love imagining Gods, Monsters, Factions and Weapons.

Posted

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

  • Like 1

*** "The words of someone who feels ever more the ent among saplings when playing CRPGs" ***

 

Posted

Indira, I started a poll as it's kinda easier then adding ticks'.

 

Just copy-paste the links in that thread if you can.

* YOU ARE A WRONGULARITY FROM WHICH NO RIGHT CAN ESCAPE! *

Chuck Norris was wrong once - He thought HE made a mistake!

 

Posted

You should always put the new ones at the top I think, because they get lesser votes. Kind of:

[updates!]
- Blablah
- Blahblah

[Previous Ideas]
- Blahdi
- Blahdo

 
^Just an idea, I re-arranged it so that lowest comes first and then ascends downwards~
 

 

 

-Flexible and intuitive spell effects that can be adjusted to fit encounters and environment

link: || (2)

-Sticking to a weapon will set off familiarity rewards and even quests over time

link: || (2)

 

-Innovative ideas for strategic cipher abilities before and during encounters

link: ||| (3)

-Armour and weaponry can get "enfeebled"/"fatigued" over time, easy repair

link: ||| (3)

-Beast-of-burden teams embodying the deep stash; they are useful and sometimes shady

link: ||| (3)

-Magical artefacts for our houses and strongholds

link: |||| (4)

-Maps, weather and environment affecting spells and the party

link: |||| (4)

-Nice UI for weather and temperature, including an adaptive fog of war

link: |||| (4)

 

-Loot is "branded/tagged", origin of items affects NPCs differently

link: |||| (4)

-Temporary abstract armour degradation in combat, repairs are "automagical"

link: ||||| (5)

-Give magical non-weapon items much more love

link: ||||| (5)

-Quests, or rather objectives, centered on discovery, intrigue, info and non-fetch, non-kill X critters-goals

link: ||||| (5)

-Icons marking the tone and skill implemented when picking dialogue options

link: ||||| (5)

 

-Magical items are very rare, gold is for consumables

link: ||||| (5)

 

-Guns can be used on certain doors and chests to open them

link: ||||| (5)

-Crafted magical items are few, unique and true achievements

link: |||||| (6)

-Individual party-member quests in cities to challenge their personal strengths & weaknesses

link: |||||| (6)

 


I'm thinking something like "Yellow" for 5. Red for 10, Teal for 15 etc. etc. conceptually it'd look like this:
|||||||||||||||||||||||||


That would represent 25. Just count the colors (5 each).


I just added one | to all of them btw (not L, Alt Gr+<, next to LftShft on my Swedish keyboard, reference in case yours isn't the same/doesn't work) vertical bar.

Posted

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

*** "The words of someone who feels ever more the ent among saplings when playing CRPGs" ***

 

Posted

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

*** "The words of someone who feels ever more the ent among saplings when playing CRPGs" ***

 

Posted

I'm adding two new great ideas from one and the same thread, Ieo's "Dynamic Encounters": http://forums.obsidian.net/topic/63134-dynamic-encounters-patrols-respawns-spawn-points/ Lots of great contributions there. Read it and come up with your own!

 

-Complex target patrol routes through world maps based on migration patterns, seasons or hunting/patroling schedules

link: l

-Enemies taking advantage of a party engaged in battle through sneaking or calls for reinforcements

link: l

-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


 

*** "The words of someone who feels ever more the ent among saplings when playing CRPGs" ***

 

Posted

It would probably be terrible to change it now, but maybe we should've done 5 l's per vote. Then, the bars would be more visually... communicative? *shrug*

Should we not start with some Ipelagos, or at least some Greater Ipelagos, before tackling a named Arch Ipelago? 6_u

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