Author Topic: Ideas on EVERYTHING!!!  (Read 968 times)

Fallen Angel

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Ideas on EVERYTHING!!!
« on: June 01, 2003, 09:33:53 am »
These are just my IDEAS on what things could be incorperated into PS. I got these ideas from a wide range of games, online and offline.

All of these are rather broad subjects, but I will try and shorten my ideas on each subjest as appropriate.

WEAPONS:

I believe there should be a particularly large number of these items in each category of: daggers/knives, short swords, long swords, bows (crossbows and longbows, throwing blades/stars, staves, maces, hammers, two-handed blades, axes (hand axes, battle axes), unarmed accessories, and pole arms.

Weapons should be not too expensive and not too cheap to buy. They should require a little bit of saving of money, but not a waste of time on just buying a weapon.

Weapons should be made of a variety of metals, all of which can be mined and smithed (this also applies for armour). Repairing on items should be neccessary but not frequent and weapons should not break without warning.

Weapons should be able to be charged/embued/altered/magicalised. All of these require another skill not relating to strength, endurance, or agility. You should be able to add spells such as parylisation on striking, or simply just so much extra fire damage etc.

All weapons should have weight and length, and heavier ones are slower to swing and longer ones should strike further.

ARMOUR:

There should be a number of items under
1) Light Armour
2) Medium Armour
3) Heavy Armour
each which have helms, shields, leggings, boots, belts, helms, gorgets, breastplates, gloves, arm guards etc.
Light armour should be lighter but have less armour class than heavier classes. (obviously;) )

Not much more to say here except theres alot more to say....i just cant think of it at the moment;)

SPELLS:

This is a large section, with an ENORMOUS number of possibilities.

Already there is 6 areas of magic. This is a suitable number, because to many gets confusing and too few allows a player to be able to do everything, which is just not right.

Alot of games have that the higher the level of your magic only allows new spells. PS should allow new spells AND lower level spells also increase in power.

I will not say much more as the developers can come up with much better ideas that I can suggest here.

ANIMALS/TRAINING/RIDING:

I think that hirelings/creatures/minions should be wild animals that can be tamed, but not all of them though (like some of them could be purchased from a illegal poacher/legal trainer etc). they should be able to perform many different tasks eg. bear-like animals could pull carts, fight, perform for spectators

But they should oppose enslavery, you should have to feed them, look after them, punish them etc. and you have to treat them in a way that will reflect on their abilities eg. punishing them will make them enraged and fight with more feriousity but also be harder to control, an being nice could make them easier to control and better at enduring other tasks.

You should also be able to buy them miscellaneous items that aid them in certain tasks or fighting.
Some examples could be:
-Buying a saddle to fly on a winged-creature, or a saddle to ride on a horse or donkey-type creature.
-Buying claws for a clawed-creature to fight.
-Collar to contol them.
-Armour for war beasts, like a mammoth-type.

Most animals should NOT be humanoid as this can cause confusion with other players, and besides, in my opinion who would want a human as a pet??

JOBS:

Excellent as they are, although the job option you choose at the start should be able to go up faster than when you are trying to learn other ones.
(NOTE: I take it you can raise other ones?)

I also think that NPCs should NOT be able to raise a level in something for money, but speed up the level up for that level only for some money (like give your character some pointers).

NPCs:

Now this is the first game i have ever seen that uses a you-talk-to-the-NPC-yourself system. It is new, but not so easy to use.

At first I didn\'t like it but now i find it good. It adds a huge amount of depth to the game, and allows uncountable extra options that are restricted by other games.

Keep up the awesome work development team, this is an excellent area of work!

HERBAL KNOWLEDGE:

Morrowind is the main idea where I got this idea from. For people that havent heard of or played Morrowind the herbal system includes you raising your Alchemy level, enabling your character to identify a herb - the higher your skill level the more you can identify about the herb. You also have to purchase a range of equipment that lets you grind ingredients, mix potions.

To mix a potion you need to have at least two different herbs that share the same attribute (eg. Saltrice: Restore Fatigue, Small Kwama Egg: Restore Fatigue) and the necessary equipment to mix.
(NOTE: The herbs I named also have other abilities but these are the only abilities you can identify at a low level)
(NOTE: You can only identify the first ability after some level ups - ie. at the start you cannot identify any abilities of the herbs)

Mixing your own potions is a BRILLIANT IDEA and I like it very much.

PLAYER KILLING:

I have had numerous ideas about this and I have to say that it is a good idea to introduce it...

Before you make judgement  listen to this, PKing should be legal publicly but you keep best 3 items in your inventory at the time, but there should be SIGNIFICANT CONSEQUENCES such as guards racing to your location and either killing you or forcing you to do hard labour in a prison or otherwise (grinding stones to decrease your sentence time like in Dransik or lose some skills but dont actually have a sentence that you have to stay inactive for like in Morrowind).

Besides that, PvP matches in arenas and stadiums seem more and more a good idea. Spectactors should be permitted to watch the matches too ;)



CONCLUSION:

Im sure that I missed one section that I still wanted to include and I will post it later when I remember it because I didn\'t have my coffee this morning. :(

Post your own ideas or expand on mine and dont hesitate to add to obvious sections ive missed.

GAMES I HAVE DRAWN IDEAS FROM:

Dransik
Ragnarok Online
Morrowind
Diablo 2
Runescape

MANY MANY MORE!! (including my own imagination;) )
I am the FALLEN ANGEL...

DizzleCorinthos

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« Reply #1 on: June 03, 2003, 12:10:22 am »
There\'s a lot of good ideas in here, though many of them have been mentioned in other threads.  

The pet section was nice for the ideas of equipment.  However I was not a fan of the part about humans not being able to be pets.  Refer to the thread about NPCs regarding some ideas I had about the subject and tell me what you think.

I like the herbalism/alchemy concept.  However, I do not think the morrowind system is the one that should be implemented.  It has no consistentcy.  Perhaps a system that had specific formulae for potions, salves, etc.

Like:

- Base: Determine the base strength of item
- Target: Does this effect health? Strength? Age? Size?
- Effect: Does it enhance? Degrade? Convert?
- Modifiers:  Double effect? Triple? Effect over time? Effect secondary target?  Diluter to split into two parts?  Holy? Magic? etc

That could work out.
DizzleCorinthos, Jragi - Planeshift

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Fallen Angel

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« Reply #2 on: June 04, 2003, 06:10:06 am »
Yes I agree the Morrowind alchemy system is too complicated; with 4 different instruments of 4 different levels, not including all the like 500 different ingredients. Their should be a nice, easy, simple, appealing alchemy method that people barely have to explain to learn. A set method for potions etc. would be great.

Also about the humanoid NPC thing they should be hirable, but MUCH different from other players, like a special coloured skin, unique armour/clothes etc. I also believe they should have the same abilities as normal players, because they too, are humanoids.
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DizzleCorinthos

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« Reply #3 on: June 04, 2003, 04:18:05 pm »
Alchemy shouldnt be \'easy\' per se, but make sense.  You just wouldnt throw random ingredients in to see what it would make and then drink it.  You would go, \"Yarrow deals with health, and rowan deals with restoration.  If I combined them, I would have a basic restore health potion.\"   Something to that effect.

NPC hirelings should look very different.  Unique skins for their models.  You should be able to look at a NPC and know that it is an NPC.

However, I dont believe they should have the same abilities as players.  See the thread \'Pets, Hirelings, and...\" to see an idea on humanoid \'pets\' aka hirelings.
« Last Edit: June 04, 2003, 04:19:24 pm by DizzleCorinthos »
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LordSpyder

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« Reply #4 on: June 04, 2003, 04:54:38 pm »
morrow wind system is not cosistant?

from an avid morrowind player who\'s characters are always alchamists (BIG money in that) i can say that the morrowind alchamy system is verry consistent, if you mix the same two ingreediants you\'ll always get the same potion (if you don\'t fail)

and the failing is based on your alchamy level, if you have a low level then you\'ll fail 90% of the time, but the more you do it, the less likely you are to fail.

one of the best alchamy systems i have ever seen

if you can\'t tell i love morrowind, cause that\'s the second thing i said it had the best i have ever seen, so feel free to call me biased
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DizzleCorinthos

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« Reply #5 on: June 04, 2003, 06:34:36 pm »
You took what I said in the wrong context.  It is consistent if you are talking about the actual making of potions.  Perhaps I should use a different word.

The alchemy system in Morrowind is not logical.  Every item has a few spell attributes to it and when you combine them you get some mixture of the two.  Its kind of guess and test.  

What I was hoping for in this game was to sit and think about a possible formula logically. Then, if you think you came up with a good formula, you could test it.  If you made a bad formula, it could hurt you when you drank it, put a \'debuff\' on you temporarily, or explode.  Chances you take when you try to learn a tough skill.

Tell me what you think.  Thanks!
DizzleCorinthos, Jragi - Planeshift

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baleskoil

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« Reply #6 on: June 04, 2003, 11:40:35 pm »
hm only one suggestion ...make this game more like ultima online than everquest ...plz :)
(not speaking about visual aspect )

DizzleCorinthos

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« Reply #7 on: June 05, 2003, 05:16:52 pm »
While I understand what baleskoil is saying, I dont think Planeshift should try to be like any other game.  Just try new ideas out and be original.
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Fallen Angel

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« Reply #8 on: June 07, 2003, 01:49:43 am »
One of you posted this:

Alchemy shouldnt be \'easy\' per se, but make sense. You just wouldnt throw random ingredients in to see what it would make and then drink it. You would go, \"Yarrow deals with health, and rowan deals with restoration. If I combined them, I would have a basic restore health potion.\" Something to that effect.

This is exactly Morrowinds style of it - but are you saying each ingredient should have 1 attribute only? If you are that is way better than Morrowind alchemy system.

Who on earth wants to find a herb that restores fatigue, gives invisibility, temporarily raises strength AND deductes some endurance temporarily all at the same time?
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