And here again little summary, so that people don't forget what was already discussed:
Guilds
-
customized items
-
Factions
-
Ability scores influencing dialogues
-
Z axis kind of confirmed by devs
-
Printable journal, a story-like journal-Non-pierce-able Darkness without source of light
-Mini-game of the drow Sava
-Chat-based rituals (type a word sequence to cast a ritual)
-Weapon modes - one weapon can deal different type of damage
-Language system
-Character's aging with choices and levels
-Digging and burrowing
-
Persistent content in the game-world as rewards for players
-
Reputation system
-
Guild/Faction based feats and abilities (reminds me kind of Planescape)
-
Semi-random quests, Randomness
-
Scripting
-
Different movement modes, Intelligent weaponsRecording voice for user quests, historical feats, Badges of Valor(achievement items required for certain quests) Item sockets that work in user generated contentMore scripting :P Mounts, Faction ranksMaps as items that can be sharedOverland map of FaerunItems getting damaged and need repairNo binding itemsPublic Library and Writing on scrolls/booksScrolls that lead to questsRunes, temporary enchantmentsPowerful, temporary items to defeat an enemy, lost at the end of questMore scripting, Ambient area effect damage (environment damage to player)Environment changing due to seasons (summer, winter, etc) or weatherFlags for season titlesPermadeath and heritage systemPhasing (similar to WoW phasing)
Thanks Qumi!
Gear:
These will be the ideas and suggestions for features and systems that could be used to make gear in NeverWinter a major selling point and attraction to the game.
Customization Ideas:
In this thread,
http://forums.playneverwinter.com/showthread.php?t=3600 , Fullbore started a discussion about how to include deep item customization during crafting.
Basically, you would get to treat each item crafting like a mini character creation, with different slots that you would be able to pick and choose from, making each item if not unique, very customizable, even down to possible graphical effects for magical properties.
I came up with my own idea on how to handle this for non magical weapons and armor.
Allow crafters access to various raw materials. These materials will range from low quality, through to normal industrial/standardized quality, up to remarkable or extremely rare quality. Examples would be pig iron, steel, and dragon scales. This will determine the base quality of the item. The next part would be determined by the crafter, they would select one of their known/unlocked weapon or armor types, such as 1h short swords. This would determine the items main type. Then the crafter would be able to use one of their known/unlocked styles. This is the innovation part. The crafter would be able to select from a range of types, including angular, straight, utilitarian, flowing, jagged, curved and delicate, to alter the graphics of the item. The last thing the crafter would do would be to impart the item with 1 or more perks or modifiers based upon the quality of the material, gated by the style, and then based upon their skill levels and unlocked crafting perks. These would include things like Keen. This would generate an item that would then be listed as <quality><material><type>of<perk/perks>. Crafters would then be able to generalize and learn/unlock things that would allow them to make multiple types of weapons and armor, or specialize into a narrow type and perk set, or both given time.
Please feel free to add any other ideas and discuss, I’ll modify this original post with thread links and ideas when they are pointed out.
Comments
This probably will not happen; The foundry operates with pre-existing pieces which you then use to build your environment. There won't be any modding in the sense of designing your own textures and meshes. Because this is an online game they can only allow so much access into their development tools to prevent hacking into the game for rewards and things of that nature.
Are you talking about sliders/morphers from spore/darkspore? This would be dependant on an engine that could render proceedure generated content, which I don't believe the Cryptic engine does. I could see how this would be used though, you could just use some sliders and morphers to take any piece of gear and make it look completely different from the same item with the same stats produced by someone else. With some limits you could narrow the chance that hit detection and effect displacement would be impacted negatively.
Edit: Actually, the face and body of CO and STO characters could be morphed with sliders, so possibly the engine already has the capability to render proceedure based models. So now that I think of it, this could make crafting into an actual ART FORM.
So it would most likely be a text interface where you can change different styles of static models and textures similar to a toolset editor?
Nope, you could do it graphically. Either with draggable icons on the crafting UI, or with selectable points on the default model. Each piece of gear would have set points that could not be altered of course so that they would interface and not clip with other resources such as hands, bodies, and other gear around it such as a chest piece clipping into a helm or shoulder armor.
Since gear in D&D is usually done as a set, this might allow a player to have more flexability to really create something.
Imagine this if you can (if I do a good enough job describing):
A player goes to a crafting node that is the Blacksmith's shop, and pays the blacksmith to allow him to use his anvil and tools. An interface then drops down to the screen that has a dropdown menu to select if he wants to repair or create. He selects create and this opens another menu that has all of this character's known recipies. He selects splint mail. A smaller window opens up and prompts him to enter in 12 units of refined metal. In his bag, the player has several kinds of ore but no refined metal, however, there is a spot on the crafting interface that says refine and has a spot to put in ore. He drops some metals in there and the interface says it will refine into 15 units of steel. He clicks accept and underneath the transparent UI his character drops things into a thick walled container and shoves it into the fire and on the interface a progress bar shows the total time it will take for the materials to refine. This takes around 20-40 seconds as the character takes the container out and pours the molten steel into bar forms and sets them into water to form bars. The bars now made, he puts 12 into splint mail container and the other 3 back into his bag. Now, a default set of splint mail is rotating slowly in the UI. If the player hits create, this is what will be generated, or he can click on it and several small points light up on it. If he clicks on one of these points, he can drag it left, right, up or down, which morphs a section of the armor to give it different characteristics, yet if he tries to drag it too far, it just doesn't do anything beyond a certain point. In this way, he can modify this splint mail to alter the shape and size of the individual plates, can add a emboss or ingraving to the edges or center of the plates, and alter the way the buckles and straps fasten and look. Once he get what he likes, he has a button that can save this design (since it would all be proceedure based, it would be a simple string of numbers and letters), or if he doesn' t like what he has, he can enter in a code he obtained from the forums or a website from another person who saved their design.
After he is finished, he clicks a button and one more dropdown appears to list the possible perks the crafter has learned that apply to this piece of gear, each with a difficulty rating. He selects one. If it is successful, the item is created. If not, a percentage of the raw material is destroyed and he would have to start over.
In our case, the first try is a success and the character has produced a new suit of splint!
Sorry for the wall of text, hopefully I got my point across successfully.
::shudder::
I know, that's why I making suggestions
Your right I think it will turn out a lot more akin to DDO or Guild Wars, where you will have a Center area for a Hub, and then you instance out into a modules
That doesn't mean crafting materials won't be loot. Guild Wars has crafting.
Depending on how item creation rituals are handled there could be a need for a system to be in place anyway. It would be disappointing not to be able to create our own magic items.
Even if we don't have materials to actually craft gear, maybe we can order special armor from the local blacksmith with the customization options.
Seriously though, this is Cryptic's chance to prove that they can produce a deep and expansive gear system into a game.
Weapon type: Sword, Axe, Crossbow, Bow
Look: Maybe get to pick a skin for the weapon type you picked.
Enhancement bonus: +1-+5
Ability: you will get to pick 1 ability based off the weapon type and enhancement bonus.
IF you have not played or read up on 4e. The days of the +5 Vorpal Holy Avenger of Flaming thunder burst are done. Now all items have a enhancement bonus and one ability that may have an daily and encounter power associated with it.
Unfortunately I have to agree with this. Crafting is not one of their strong suits.
Still, no info was mentioned about potions and wands...
I've never played any cryptic games as of yet and don't know how any of their engines treat z-axis control. They may have already implimented it.
You clearly don't live in LA. Or DC. Or any major urban environment for that matter.
I actually see a lot of potential for PvP. Could easily done in shards or something.
Not sure it fits the RP- hub coop dungeon model mind you. But Neverwinter could clearly host some sort of Guild Wars-esque set up too.
- Bar
Which is why they need help and suggestions to do it right.
Besides crafting, is there any suggestions to innovate PvP or Factional play?
What if Neverwinter had a few factions that you could impress by completing certain quests, and instead of other games where you need to keep doing these quests and the faction might let you purchase factional gear, how about instead, the factions will provision you to go out survey/pillage highly valuable areas, and by provision, I mean they get you weapons, armor, henchmen, and consumables that you can use. Of course, once you tie yourself close to one of these factions, the other factions will see you as a target of oppertunity....
First they said no PvP( which is a good thing because Cryptic can not do PvP well at all). I see no problem with factions as long as they are NPC only.
First off, WoW did not invent factions. Actually, computer games did not invent factions. D&D has had factions and organizations since it was created. Not to mention that factions have been around for as long as organized civilizations.
How to incorporate factions in one city? VERY easily. Thieve's Guild. City Guards. Mage's Tower. Temples of various deities. And that's just a few generic things.
"Factions" does not always mean that they are warring with each other, just that they represent different ideals and standards.
Exactly. Factional systems wouldn't have to be tied to PvP to work either.
Besides access to gear and opening up missions/quests, what other benifits or uses would a factional system be good for, that hasn't already been used by other games? What could be innovative or revolutionary for a factional system?
How about access to foundry items to produce factional housing for you and your friends, linked to by visiting a factional area?
How about the NPC's just treating you different, different default text, different attitude, different options for replies?
How about completing factional story arcs awards you a new character class to start a new character with, or to switch your current class for a prestige class?
I'm just tossing out ideas, let me know if any sound good to you guys/gals.
Another idea I just had is having attribute scores play a part in npc dialog. I don't know how you would impliment this fairly for anyone playing, but basically the NPC would act more alive instead of giving out the same instructions to all classes and all races and all kinds of characters. Let's face it, a very strong but not very smart fighter might not care for the full explaination of something, or even remember all of it, instead, maybe to him he would better just have simple one or two sentence directions. Another idea that I am not sure is done anywhere else.
I would recommend trying out Champions to see how our game engine plays - it will give you a better understanding and it is free to play (get the client off steam it is a faster download).
*insert shameless plug* LOL
And yes people really should do this. Along with trying out the Comic Series to get an idea where Cryptic is going with content/story telling.
that and try out the STo demo.
And pray that Cryptic releases a Foundry to CO and makes STO Free to play and that NwO has both as well when it launches
Still not certain about if we will ever see STo F2P or not. I am guessing CBS has some say in that and seeing as they probably get licensing royalties they would need to be convinced that the income potential was as good if not better than the subscription model. It is kind of irrelevant to me since I am lifetime in both games
But I am RIGHT with you on a CO Foundry.
My other ideas:
A minigame: Sava. It's like chess but a drow version with little luck-related possibilities added
Darkness. I mean real darkness that cannot be pierced without a source of light ;] It's not present in many RPG games...
While people mentioned flying... how about burrowing :P Be a mine digger
Make rituals word-related abilities. For example to start a resurrection ritual you need to write in the chat: May the gods fill your soul with light of new life. Or to cast arcane ritual open locks: Arrak Getrios Madara.
Another idea - let characters "age" when they level up. For example a newbie fighter would have smooth skin, bright eyes, etc. while an experienced 10 lvl fighter would have scars and heavy look in his eyes. A wizard with levels would have start to have tiny flames inside of his eyes, etc.
Weapon modes - some weapons can be used differently than usual. For example a sword can be use as a blunt weapon, just hitting with the flat part of the blade. Also, as somebody already mention, different types of arrows, even blunt arrows.
Language system - similar to FR languages: draconic, aquan, damarian, etc.
Ps. I was not insulting anybody, I was insulting the idea :P