Fez said:Throw suggestions around! He can fish out something that catches his eye, unless he cares to be more specific.
That would require some animation to go with it, otherwise it's a good idea that we've already considered. It's one thing to tell you that you've climbed a wall and teleport you on the other side, and it's another to tell you that you threw an oil bomb and the motherfuckers are on fire, running and screaming, yet you don't see that on the screen.Major_Blackhart said:Bola's (I think), maybe jars of oil to throw at enemies and with a torch light em up.
We have a rope. Would it be sufficient to tell players that you used the rope to climb something or does it have to have a hook?Shagnak said:Grappling hook 'n' rope
Originally I didn't want to visualize traps to let players use their imagination. That way traps could work in a variety of situations (door, narrow passage, stairs, specific item, etc). Anyway, I'll play with some concepts.Fez said:I think trap items would be a good idea. It'd be sensible that you couldn't keep pulling traps out of nowhere and had to buy/make them from somewhere. It could help balance the skill too.
We have an astrolabe - "a compact instrument used to observe and calculate the position of celestial bodies". Works the same way.Claw said:A compass. Might increase speed on "map travel" if that's part of the game.
You can only use that to craft weapons. What did you have in mind?DarkSign said:What about COMBINATIONS of items that yield something new?
Not really crafting just a simple combine to make something more useful/powerful.
Already in. All clothes/armors have Dress_Value property. Because of Disguise skill the game reacts to what you are wearing. Also, wearing expensive rings/pendants bumps up your Prestige reputation.Fez said:Clothes or jewelry that give better/different reactions
Yep. Maybe I'll see something I like.!HyPeRbOy! said:Gah VD! What a broad-ass question to ask.. Maybe you should narrow it down, make some categories or something. Or do you actually want us to throw suggestions around like crazy?
Vault Dweller said:Originally I didn't want to visualize traps to let players use their imagination. That way traps could work in a variety of situations (door, narrow passage, stairs, specific item, etc). Anyway, I'll play with some concepts.
Vault Dweller said:Already in. All clothes/armors have Dress_Value property. Because of Disguise skill the game reacts to what you are wearing. Also, wearing expensive rings/pendants bumps up your Prestige reputation.
Vault Dweller said:Already in. All clothes/armors have Dress_Value property. Because of Disguise skill the game reacts to what you are wearing. Also, wearing expensive rings/pendants bumps up your Prestige reputation.
And then they can beat you up for your Nikes (or the mediaeval equivalent).Spazmo said:Dressing fancy should have reaction penalties among some people like, say, a group of poor people resentful of the rich.
Depends what sort of climbing you are doing.We have a rope. Would it be sufficient to tell players that you used the rope to climb something or does it have to have a hook?
Honestly, I doubt that. If the game sells ok, I'd prefer to do another one instead of adding some animations. If the game doesn't sell, then I doubt that some animations would help it.Sarkile said:Is it at all possible to add in some animations like in a patch or something after you've released the game?
There are quite a few non-armor outfits so don't worry about that.I liked how there was a couple of non armor outfits a character could choose from in Arcanum, and I think that would add some to your game. It wasn't important or anything, just a nice touch that I enjoyed.
I know. I meant it in a " how the fuck that's gonna work on that door" way. In FO that was a dynamite stick - no questions about how that would work. In Arcanum it was something you put on the floor, and I don't recall any traps inventory items in IE.Fez said:You don't need to see the traps on-screen, just as an inventory item. It worked for FO, Arcanum and the IE games.
You are talking crazy! Everyone likes the rich! Well, in the game it's the rich and powerful that matter. Nobody gives a damn about what some peasants dislike, that's just the way things are. BUT dressing fancy would get you attacked and robbed more often, and since you are no superman, things may not work out in your favor.Spazmo said:Dressing fancy should have reaction penalties among some people like, say, a group of poor people resentful of the rich.
Vault Dweller said:I know. I meant it in a " how the fuck that's gonna work on that door" way. In FO that was a dynamite stick - no questions about how that would work. In Arcanum it was something you put on the floor, and I don't recall any traps inventory items in IE.
Alchemy is in. If you saw that character screen I posted earlier, that's one of the skills.Exitium said:Alchemy. Your game is incomplete without it. A character should be able to learn alchemy or herbalism and use it to concoct potions to temporarily coat his weapon with poison, add durability, or permanently harden his equipment.
There is no concept of durability in the game. I made a thread long time ago, and most people felt that repairing items is a chore, while crafting something is fun. Can't say that I disagree.Adding durability should just be a case of coating it with anti-oxidants. A one-time thing.
I guess you haven't seen that screen then. You can upgrade your equipment in a variety of ways: from making a new blade from an expensive ore to balancing a blade.Speaking of which you should probably allow the character to upgrade his own equipment with his blacksmithing skill. It would be nice to carbonize your sword, or add a layer of tin.
Different ore deposits, from bronze to mithril.That said, there should probably be materials like Mithril or some fantasy material you can come up with.
You can. While you can make a new blade from better ore by yourself, you need to be taught different techniques. Balancing for example reduces AP cost by 1, so you have to work to get that one.It would be cool if you could learn new plans (I dont mean schematics) from other characters in the game
Great idea. Thanks.Fez said:You could make it a wrapped up bag/kit with a symbol on it. Then no one would see the components and you'd only need different symbols to denot each type. It'd be easy to identify them that way too.
Well, we did put a lot of thoughts into it, and then I had many discussions via emails with some folks here, who helped me to polish what I had and get rid of something stupid or not very interesting elements. So, all the "easy to think of" stuff is already in.Claw said:VD must really enjoy telling people "Already done" when they suggest stuff.
Too easy for players. Basically it becomes a charm that you carry around to get +1 damage or whatever. Instead we have metal tempering techniques (something like Damascus steel) that gives your blade a nice edge and/or allow you to cut through armor more easily. Such techniques must be taught by someone, and needless to say that just like the secret of Damascus steel, these techniques are kept in secret. The skill requirement to learn them is high too.Hmm, how about stealing WoW's sharpening stone? Instead of forcing the player to sharpen it manually every time though, it could just add a small damage bonus because your character keeps his blades really sharp.
Thanks.Saran said:Christ the amount of thought that has gone into this game is enough to put most other devs to shame.
Tons of things. Combat mechanics, attacks via dialogues (neck snapping in PST), banking system, etc. It's all done, just needs to be polished and tweaked. I'll make some threads when I have time to discuss that, and when I post some screens to illustrate my points.Apart from the faction names and a bit of fine tuning, what else is there to sort out?
Thanks again. Hopefully the game would be fun to play.... to make this game an immersive experiance i have to say im probably looking forward to this more than any other CRPG.
What kind? Chain Lightning? Grease Lightning? Anyway, I will see what we can do.Exitium said:You should add lighting, dammit! Like Fallout.
Well, the concept of a cross is very old, so we can stretch it a bit and use it as a medical symbol for some weird reasons. At least everyone understands that it's something medical.!HyPeRbOy! said:Offtopic but I dont like the red cross on the char sheet-screenie. Its looks too "modern" to me
You know, in Fallout there's a kind of ambient glow around your character and the rest of the world is sorta dimmed out. At night, it's darker, and your character and the few tiles surrounding him are contrasted against the background. The game would look much better if your character had that sort of ambient light around him, and you can do the same for several other ambient light sources in the game, like lamps or candles. It shouldn't be too difficult given that you're using a tile-based system, and games as old as Ultima VI had this nifty graphical feature. It'd lend a lot of immersion to the game.What kind? Chain Lightning? Grease Lightning? Laughing Anyway, I will see what we can do.
PennyAnte said:Maybe it would be cool to be able to bribe with anything you have - that cool sword you used all your l33t skills to create might be worth more to a soldier than some given amount of gold.