Althernai Posted November 23, 2014 Share Posted November 23, 2014 I've been playing Wasteland 2 for the past couple of weeks and it's given me ideas for a few minor features that would be nice to get right in PoE: 1) The ability to mark places on the map. I'm fine with the game not giving people and locations markers -- I'm not a big fan of this feature, but I guess that's part of the old-school charm. However, I see no reason at all for stopping the player from marking things on the map. These games are played over long periods of time and I don't remember what was where for dozens of locations. 2) Similarly, it would be nice to have a place in the journal/log/whatever to write things down. I can use a piece of paper, but it's annoying. BG2 had this feature as well as the map marker. 3) Make the distance from which a trap is disarmed substantially larger than the distance from which the trap is triggered. This was actually a problem even in BG2 (though it was admittedly rare) and it's a larger problem in Wasteland 2 (where it is definitely a bug because the character then proceeds to successfully disarm the triggered trap!). The disarming of traps should be based on the indicated skill of the characters. I shouldn't have to tiptoe them right up to the trap before telling them to disarm it. 1 Link to comment Share on other sites More sharing options...
Shevek Posted November 23, 2014 Share Posted November 23, 2014 Small things I want: -To name my saves -A quick loot bar Link to comment Share on other sites More sharing options...
Flayeriv Posted November 24, 2014 Share Posted November 24, 2014 Additional things:Animations that reflect the weapon used (why are you using a rapier to hack?) 2 Link to comment Share on other sites More sharing options...
Kjaamor Posted November 24, 2014 Share Posted November 24, 2014 3) Make the distance from which a trap is disarmed substantially larger than the distance from which the trap is triggered. This was actually a problem even in BG2 (though it was admittedly rare) and it's a larger problem in Wasteland 2 (where it is definitely a bug because the character then proceeds to successfully disarm the triggered trap!). The disarming of traps should be based on the indicated skill of the characters. I shouldn't have to tiptoe them right up to the trap before telling them to disarm it. Yes. Other kickstarter projects to which I have no affiliation but you may be interested: Serpent in the Staglands: A rtwp gothic isometric crpg in the style of Darklands The Mandate: Strategy rpg as a starship commander with focus on crew management Link to comment Share on other sites More sharing options...
Bryy Posted November 24, 2014 Share Posted November 24, 2014 Additional things: Animations that reflect the weapon used (why are you using a rapier to hack?) Animations are most likely locked if they are releasing early 2015. Link to comment Share on other sites More sharing options...
Guard Dog Posted November 30, 2014 Share Posted November 30, 2014 Yeah I think we are well past the point of big changes "While it is true you learn with age, the down side is what you often learn is what a damn fool you were before" Thomas Sowell Link to comment Share on other sites More sharing options...
Guard Dog Posted November 30, 2014 Share Posted November 30, 2014 Little things I hope it has: Bard music in taverns - I never realized how much it adds to the atmosphere. News of events in one part of the world to be talked about in other parts of the world Deep interaction between party members. If each NPC has their own personalities, goals, views, etc they seem more alive. I'd like caves and nights to actually be dark. They are supposed to be anyway. Make light sources something useful and desirable. 2 "While it is true you learn with age, the down side is what you often learn is what a damn fool you were before" Thomas Sowell Link to comment Share on other sites More sharing options...
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