Nihimon wrote: I would love to see no floating names. I don't remember which thread, but I've suggested the game should be able to use fairly subtle auras or icons to give you general information about the character in-game, and let you inspect them to see more details. Part of the reason is I really think you should be able to pose as an NPC, and not have the game put a big flashing sign on you saying "Not an NPC!". Absolutely, that might work to give some information about the player. Personally I would like to see no information given out about the player, allowing the player to choose what information he gives and doesn't give. This would put an interesting aspect on my parts of the game.
DarkLightHitomi wrote:
Like you said, if, they have to include something like teleportthen I am at debate at whether money should play a factor in the teleportation method. If they include a teleport system for any reason at all (which I still am completely against) then it would most likely be in place for the more soft-core people who want to use it to speed up their time between fun and travel. That is the target group that the devs would be aiming for if they implemented this system. So I hesitate to put money as a requirement for teleportation. I would rather see a very heavy timer on the teleport and maybe a quest or something to be able to learn how to teleport.
As I see it there should be no fast travel what-so-ever. It hurts many facets of gameplay. But that is just my opinion and alot of times we have to compromise. In the event we compromise (which I severely hope we don't) perhaps fast travel would be restricted to one city of the characters choosing (providing that the city grants him permission to teleport there) along with a VERY long cool-down timer (once per day, money should have no effect on how much one can teleport but on whether they have enough money TO teleport). Another option would be to allow the player to teleport back to there 1 house/temple of choosing. Finally (but my least favorite) perhaps teleportation between the three NPC cities would be agreeable. Finally, characters that teleport should only be allowed to teleport with what they are equipped with and perhaps a very limited amount of inventory. Also a debuff (i.e. teleportation sickness) should be added for 30 minutes or so. But overall, I believe NO FAST-TRAVEL is better for the game, Zidash has ideas that would help make this easier which are much better for the game then just taking the simple route and adding fast-travel.
Ryan Dancey wrote:
It's good to see that there is a company that understands how profitable a niche market can be and also doesn't carebear their gamers into believing there game is something else. I prefer frankness and integrity more then anything else in a business model. As Kit put it, I too am impressed with how the company has been handling PR, compromises, and boldness. You all are doing a fine job and I hope our feedback and imput is helping! I also appreciate the direction the game is going and trust that Goblinworks (in collaboration with Paizo) will make this game shine! Anyhow back to the topic of the thread. I'm glad for the clarification on the soul-binding part of the whole system, I am much more comfortable knowing that you can only be soulbound once. As with everything, brainstorming and time will come up with answers and ideas for that system. But as of now ( being we are early on) I think we know enough to suffice. Needless to say, I am very interested in how this will work out in the future and how (possibly) skillpoints will work into all of this. Also, another interesting subject is what one can be soulbound onto, perhaps a temple, landmark, or even stranger... a person (no idea how that work, nor am I supporting it)? Haha, now I feel like I should talk about Horcruxes, Harry Potter, and Voldemort. Now my only concern for the partial looting system is that if I were to kill someone because I wanted something they had really, really badly (persay a powerful artifact, the deed to start a city, a very very rare ore that is required to start building a castle, or heck I just want to get my good ole 2 year old trusty sword back that is precious to me) that by killing them I could potentially lose that one thing that I wanted and have been hunting for. This seems counterproductive to me. If a guild loses something valueable to another guild, the first thing they are going to do is stage a counter-attack/ambush to regain the valueable "thing". What is the point of doing this (other then revenge and glory), if there is a high likely-hood that the guild would not be able to recover that precious artifact (ect). Now I could very well just be missing a point or idea here, if so, could someone enlighten me?
Daniel Powell 318 wrote:
Has anyone discussed the concepts of how one "carries" a mount? I mean in most games your mount/ship/ect. just teleports to you or pops out of thin air and is stored in your inventory. This system has some benefits and some downsides. Personally I'd like a more realistic system but it is not a necessity. Perhaps if the game supports more of slow-travel system, one would arrive at said village on their mount and go to the town's stables. They then would have to pay some type of fee to "store" their mount at the stables. For Network issues the mount would just disappear (somewhat like a bank)and when the player is ready to leave said-town, you pay your mount's accumulative fee for staying however long at the stables and your mount pops up right next to you and off you go to the next town. Perhaps an expanded version of this system would allow players to keep their mounts on their player-owned property providing they have the right property to do so or even make profit in this business provided you have the right class/property. Otherwise your mount would follow you around and risk being killed/stolen (this seems extreme/ lost/hurt/ect and not allowed within buildings (in which case if you entered a building it would teleport [or travel] back to your hometown's/home's stable). |