Nurvus
12-22-2007, 04:01 PM
My first post here.
Haven't read everything about the game, so go easy.
These are mainly question-ideas.
I don't really expect most of this, but am letting you know I think it'd be really beneficial for a game to have some of the concepts shared below.
------------------------
Items
(1) Crafted items with shape independant of quality.
Mechanically speaking, it might work by having the "Pattern/Plan/Blueprint" (quality), and the "Design" (shape/color).
So you would could learn the Design of any item you got, or show it to the crafter in question.
Then request a certain quality of item with that design. Simple. ;)
--Changing item shape after creation? No.
--Changing item color after creation? Yes.
Not necessarily to trick griefers, even though it eliminates much of that negative metagaming, but to have a sense of realism, and I think it's quite doable.
In the end, since everyone would have certain preferred style of look, and both lowbies and high levels could access some or all of the Designs/colors, quickly it would not matter if you look god-like or newbie. No one can tell wich one you are.
(2) Item Concepts:
- Blade Bow: bows that can be swung as a double blade similar to Illidan's weapon in World of Warcraft's
<Purpose: defensive/offensive capability without losing any bow function, while being heavier>
- Gunblade: to anyone who played FFVIII, it's nothing new: a useful blade, 1 or 2 handed, with an appropriate weapon embedded.
<Purpose: cutting, shooting, or shooting while cutting (timedly)>
(3) Item Properties:
- Damage types -> Slashing, Piercing and/or Bludgeoning.
- Several parts compose an item. Example: Sword -> Hilt, Guard, Blade.
Alike Vagrant Story crafting system, wich I love, blades would have a certain slashing/piercing/bludgeoning damage capability, and the hilt+guard would have a certain preference of types (taking better advantage of certain blades)
------------------------
Loot/Inventory
(1) Inventory and item sizes in inventory with a realistic space usage. No ridiculously big inventories. Something alike Diablo 2, at most.
With this, it might be possible to make a more viable economy, where you are likely to leave gear behind, because you simply can't carry everything...
(2) There might be quick access "small inventories" like potion belts, ammo belts,
Any items not in such "Hot Inventory" would take time to access, instead of being near instantaneous.
Might be some equipment with such stuff embedded in it, like pants and sleeves with rows of slots to place loads of quick access darts/kunai.
(3) Give higher decay times to more important items.
------------------------
Combat
(1) Maybe too much, but would be cool to, more than just making 2handers strong and dual wielding fast&blind, have deflection capability on items.
Two-handers are strongest, slowest hitting, easier to dodge/parry/block, but harder to withstand it.
It's harder to parry with a Two-hander, but easier to withstand it.
1-handers end up being weaker, but faster hitting, harder to dodge/parry/block yet easier to withstand it.
It's easier to parry with 2 blades, but harder to withstand it.
So a very powerful blow from a two-hander, unless dodged, may not be withstanded at all. Someone blocking with a shield might be knocked down, parrying with a weapon might have it fly from his hand, or have the blade go through the weapon as if it wasn't there.
(2) Assuming there will be spells, besides 2-hander, 1-hander+shield (if any), 2x 1-hander, and unarmed,
would be cool to see 1-hander + magic, and stuff like that.
Casting spells with one hand would take longer than with both hands, or produce weaker effects within the same time frame.
(3) Would be great to see that well placed blows are actually deadly.
I'd like to see in a game mostly blocks/dodges, etc.
Basically, in a fight, you'd use a combo to set up an opening in your opponent's defenses for a decisive strike, not 100 blows to the head.
------------------------
That's all for now.
Haven't read everything about the game, so go easy.
These are mainly question-ideas.
I don't really expect most of this, but am letting you know I think it'd be really beneficial for a game to have some of the concepts shared below.
------------------------
Items
(1) Crafted items with shape independant of quality.
Mechanically speaking, it might work by having the "Pattern/Plan/Blueprint" (quality), and the "Design" (shape/color).
So you would could learn the Design of any item you got, or show it to the crafter in question.
Then request a certain quality of item with that design. Simple. ;)
--Changing item shape after creation? No.
--Changing item color after creation? Yes.
Not necessarily to trick griefers, even though it eliminates much of that negative metagaming, but to have a sense of realism, and I think it's quite doable.
In the end, since everyone would have certain preferred style of look, and both lowbies and high levels could access some or all of the Designs/colors, quickly it would not matter if you look god-like or newbie. No one can tell wich one you are.
(2) Item Concepts:
- Blade Bow: bows that can be swung as a double blade similar to Illidan's weapon in World of Warcraft's
<Purpose: defensive/offensive capability without losing any bow function, while being heavier>
- Gunblade: to anyone who played FFVIII, it's nothing new: a useful blade, 1 or 2 handed, with an appropriate weapon embedded.
<Purpose: cutting, shooting, or shooting while cutting (timedly)>
(3) Item Properties:
- Damage types -> Slashing, Piercing and/or Bludgeoning.
- Several parts compose an item. Example: Sword -> Hilt, Guard, Blade.
Alike Vagrant Story crafting system, wich I love, blades would have a certain slashing/piercing/bludgeoning damage capability, and the hilt+guard would have a certain preference of types (taking better advantage of certain blades)
------------------------
Loot/Inventory
(1) Inventory and item sizes in inventory with a realistic space usage. No ridiculously big inventories. Something alike Diablo 2, at most.
With this, it might be possible to make a more viable economy, where you are likely to leave gear behind, because you simply can't carry everything...
(2) There might be quick access "small inventories" like potion belts, ammo belts,
Any items not in such "Hot Inventory" would take time to access, instead of being near instantaneous.
Might be some equipment with such stuff embedded in it, like pants and sleeves with rows of slots to place loads of quick access darts/kunai.
(3) Give higher decay times to more important items.
------------------------
Combat
(1) Maybe too much, but would be cool to, more than just making 2handers strong and dual wielding fast&blind, have deflection capability on items.
Two-handers are strongest, slowest hitting, easier to dodge/parry/block, but harder to withstand it.
It's harder to parry with a Two-hander, but easier to withstand it.
1-handers end up being weaker, but faster hitting, harder to dodge/parry/block yet easier to withstand it.
It's easier to parry with 2 blades, but harder to withstand it.
So a very powerful blow from a two-hander, unless dodged, may not be withstanded at all. Someone blocking with a shield might be knocked down, parrying with a weapon might have it fly from his hand, or have the blade go through the weapon as if it wasn't there.
(2) Assuming there will be spells, besides 2-hander, 1-hander+shield (if any), 2x 1-hander, and unarmed,
would be cool to see 1-hander + magic, and stuff like that.
Casting spells with one hand would take longer than with both hands, or produce weaker effects within the same time frame.
(3) Would be great to see that well placed blows are actually deadly.
I'd like to see in a game mostly blocks/dodges, etc.
Basically, in a fight, you'd use a combo to set up an opening in your opponent's defenses for a decisive strike, not 100 blows to the head.
------------------------
That's all for now.