Valkenr
Goblin Squad Member
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| 2 people marked this as a favorite. |
It seems like this game is going to focus on Immersion as a selling point. One thing I love to see in games is logical actions and interactions.
My biggest peeve with games is when something appears out of nowhere.
I would like to see NPC's not appearing out of thin air, but spawning in a logical location, like a hut, and walking to the desired location. Unless magic is involved, an NPC should never appear out of thin air and start attacking the player.
I would like to see true item storage. So if you are harvesting wood, you need a cart to load the lumber and a beast to pull the cart. If you harvest 10 cubic meters of wood, you should see 10 cubic meters of wood in your cart.
When players are building cities they will need to be bringing in numerous carts of supplies, and the rate of building is governed by the rate of resource inflow. You don't need all the resources to start, you can simply make a 'build plan' and it's executed by other players (computer controlled actions) or an npc workforce.
This goes for NPC settlements too, they shouldn't just appear. If you stumble across one at the right moment you should see it being built.
When I'm talking about buildings being built I expect nothing more than age of empires, I want the happy medium between materialization and watching NPC's build brick for brick. Just a dude hitting a stick with a hammer is enough. Handling crafting structures like an RTS such as AoE wouldn't be a bad idea. An AoE/Civ like interface for 'city planning' would be nice.
Doing something like this also adds a fun defense game, either from hostile NPC's or other players.
This doesn't exclude a spell of summon cottage though. But things like that should be high cost activities, and they should have a kick ass animated sequence.
Nihimon
Goblin Squad Member
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I'm Nihimon, and I approve this message.
Especially the part about mobs not spawning in the middle of a hall I hold both ends of.
Onishi
Goblin Squad Member
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I'm Nihimon, and I approve this message.
Especially the part about mobs not spawning in the middle of a hall I hold both ends of.
I agree with this concept, and I think to an extent it sounds like GW does too. at least to an extent from what they describe of encampments etc... I also hope the enemies start off in one place that is logical for them to come out of, rather than just poof in the middle of a field.
Onishi
Goblin Squad Member
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Onishi is exactly right. Since there won't be (much? any?) static content, there doesn't seem much likelihood that we'll be bothered by mobs spawning back into the middle of our cleared lair.
Well part right, a half cleared lair will most likely continue to spawn mobs. considering they talk about a continually growing population of enemies, eventually growing strong enough to pose a threat to nearby player towns etc...
But again that also implies spawning inside of the hut/tent. <totalhypotheticalspeculation> Most likely triggered or created by a boss type enemy holding the lair and ends on it's death </totalhypotheticalspeculation>
Valkenr
Goblin Squad Member
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I'm fine with a layer spawning more mobs, as long as they walk through the entrance, and don't appear from the back of the cave(unless magic is involved). And I could see a group of enemies storming into a cave in a vein attempt to avenge their fallen leader.
This gives players incentive to trap the entrances, or creates a new section of a layer clearing group: the door-guards.
Valkenr
Goblin Squad Member
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Well, for the most part I suspect in terms of enemies, off screen is the way to be. Dungeons and such probably will have a fixed number of threats once generated, but out in the wild?
So long as it's not done sloppily, I don't think there's much to worry about.
I don't know if it's too much to ask for, but it would be nice if nothing was handled with the "off screen" method. It would be nice if even animal populations where dynamic in the world. You can initially inhabit the game, but we should see animal populations expanding and moving on their own. I would like to see animal patterns like a much larger version of the creature stage in SPORE, except animal groups can create their own nest/lairs.
This isn't saying everything needs to be always roaming the world, it can all be handled with simple algorythems and when a player comes near of of the roaming dots, it turns into the animal it represents.
I would also like to add to my original post:
Harvesting:
If you kill a mouse you harvest a little bit, nothing really useful.
If you kill an elephant, you have a s-load of harvested materials to use.
If you kill an animal by disintegration, you get no resources. Maybe a pile of dust. or maybe some things require a "disintegrated elephant dust" to craft.
If you kill an animal with fire you burn off most of the meat and the remaining is charred.
If an animal has 4 tusks, you harvest 4 tusks, unless you visually see it has lost 1 tusk when you first attack it, in which case there is now a tusk lying on the ground somewhere in the world.
Some harvested materials can be "destroyed" by killing the animal, but only a logical amount should go away.
Creating "Elephant Skin Armor" should require killing 1 elephant to create 20 suits of armor.
| Pheoran Armiez |
Harvesting:
If you kill a mouse you harvest a little bit, nothing really useful.
If you kill an elephant, you have a s-load of harvested materials to use.
If you kill an animal by disintegration, you get no resources. Maybe a pile of dust. or maybe some things require a "disintegrated elephant dust" to craft.
If you kill an animal with fire you burn off most of the meat and the remaining is charred.
If an animal has 4 tusks, you harvest 4 tusks, unless you visually see it has lost 1 tusk when you first attack it, in which case there is now a tusk lying on the ground somewhere in the world.
Some harvested materials can be "destroyed" by killing the animal, but only a logical amount should go away.
Creating "Elephant Skin Armor" should require killing 1 elephant to create 20 suits of armor.
I'm a fan of this concept, but I would be okay with a slightly more abstract approach. It would definitely be nice if they could somehow modify how much you got from a killed creature due to how you actually killed it, but that might be fairly difficult to program.
However, I would like to see your skill in whatever butchering/skinning skill they have play a role in how much raw materials you can harvest from a creature.
Nihimon
Goblin Squad Member
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I would like to see your skill in whatever butchering/skinning skill... play a role in how much raw materials you can harvest from a creature.
I wholeheartedly agree, and would actually like to see it taken a step further, in that you don't loot anything from an animal unless you use a skill to butcher it, and if you're unskilled you get very little if anything useful.
Valkenr
Goblin Squad Member
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| 1 person marked this as a favorite. |
Pheoran Armiez wrote:I would like to see your skill in whatever butchering/skinning skill... play a role in how much raw materials you can harvest from a creature.I wholeheartedly agree, and would actually like to see it taken a step further, in that you don't loot anything from an animal unless you use a skill to butcher it, and if you're unskilled you get very little if anything useful.
Anyone with a blade can butcher an animal, you should always get the same volume, just a lower quality. The volume/second and quality should increase the higher your butchering skill.
DeciusBrutus
Goblinworks Executive Founder
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I can speak from experience: If you rupture the bladder while butchering, you get no usable meat; if you try to skin an animal with a dull knife, you get a ragged cut which wastes a portion of the pelt, and risk injuring or killing yourself. Surprisingly, a knife that has trouble getting through animal skin has no problem jumping through yours.
That said, basic butchering is a pretty simple skill to learn or teach, easy to learn how to do well but hard to learn how to do fast.
zerochosen
Goblin Squad Member
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Big vote yes for creatures not popping into existence unless they have the magic to do so - we have computers and internet connections that can process this stuff now; it's just lazy programming and unimaginative scripting.
And another vote yes for logical loot drops on corpses. If I kill a boar I should be getting meat, or tusks and hide if I know what i'm doing. If a boar is carrying 10 gold pieces, I'm afraid to know how I found them :)
Valkenr
Goblin Squad Member
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Valkenr wrote:zerochosen wrote:If a boar is carrying 10 gold pieces, I'm afraid to know how I found them :)It ate them :)And you searched that boar so well that you know what it ate.
Trackers should also occasionally be able to find GP or heavy shields in 'sign'.
Butchering for boar haggus?
| Pheoran Armiez |
So, I know there are probably going to be craft and perform skills for the game, but what about profession skills? Do you think professions could be used to gather resources, say Profession (herbalist) to gather plants or Profession (butcher) to, well... butcher a slain beast? Or, do you think that is something that could be handled under Survival?
Valkenr
Goblin Squad Member
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So, I know there are probably going to be craft and perform skills for the game, but what about profession skills? Do you think professions could be used to gather resources, say Profession (herbalist) to gather plants or Profession (butcher) to, well... butcher a slain beast? Or, do you think that is something that could be handled under Survival?
"Most of the crafting system is designed around inputs from many sources which will not be geographically co-located,..."
-Adventure in River Kingdoms > How the System Is Designed"Abilities give characters more variety in the types of armor they can wear, weapons they can use, items they can make, mounts they can ride, and spells they can cast. They also link to things like being sneaky, healing, finding traps, detecting tracks, finding resources that can be harvested, and buying and selling items at the in-game markets."
-Your Pathfinder Online Character > Character Development in Pathfinder Online > Abilities
Feats, special abilities, and skills(includes professions) are lumped into "Abilities"