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Possible Innovating Game Features

Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
edited October 2012 in General Discussion (PC)
Qumi wrote: »

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.
Post edited by Archived Post on
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Comments

  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    how would you propose handling things such as meshes and textures. a fluid player editor that can directly alter mesh and texture similar to the way Maxis handles it? Or static mesh parts that players can change via conversation panel or other access board?
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    how would you propose handling things such as meshes and textures. a fluid player editor that can directly alter mesh and texture similar to the way Maxis handles it? Or static mesh parts that players can change via conversation panel or other access board?

    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.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    how would you propose handling things such as meshes and textures. a fluid player editor that can directly alter mesh and texture similar to the way Maxis handles it? Or static mesh parts that players can change via conversation panel or other access board?

    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.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    Yes I was speaking specifically of the Darkspore player editor. it fascinates me that it gives players the ability to morph meshes to create different looks.

    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?
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    Yes I was speaking specifically of the Darkspore player editor. it fascinates me that it gives players the ability to morph meshes to create different looks.

    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.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    Hm, unfortunately Cryptic isn't known to have a very strong Crafting Presence. Even in their best game CoX, Crafting was kinda meh...Champions, just laff in pitty, and STO Forget about it

    ::shudder::
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    Saevitia wrote:
    Hm, unfortunately Cryptic isn't known to have a very strong Crafting Presence. Even in their best game CoX, Crafting was kinda meh...Champions, just laff in pitty, and STO Forget about it

    ::shudder::

    I know, that's why I making suggestions :)
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    Are they even going to have crafting? I know a lot of people are looking at this like its gonna be a full blown mmorpg with a big open world, lots of nodes/plants/trees to harvest pick but I'm thinking its going to be like a single player rpg with 4 or 5 of your friends going through a fairly linear storyline (not including custom content of course :) ).
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    Ysil wrote:
    Are they even going to have crafting? I know a lot of people are looking at this like its gonna be a full blown mmorpg with a big open world, lots of nodes/plants/trees to harvest pick but I'm thinking its going to be like a single player rpg with 4 or 5 of your friends going through a fairly linear storyline (not including custom content of course :) ).

    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
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    Saevitia wrote:
    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.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    Heck, if we ask nice enough we might get a really good crafting system.

    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.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    Yep, I think if Cryptic works at it, they could make a great item creation/modification system. Think of it, the patented Cryptic Customization in full effect for every armor and weapon!

    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.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    I highly doubt that there will be any crafting. Crafting really suit more for a open world MMOs as previously stated. The best I could see would be something like you killed a dragon and looted some scales that you could give to a blacksmith NPC to be forged into an armor set or having a list of items to collect through many adventures to complete a quest that allow you to collect a reward made from those items by the NPC.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    I also do not see crafting. If it is it will not be as customizable as you may wish. As this is based off of 4e the best you can expect is.

    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.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    Saevitia wrote:
    Hm, unfortunately Cryptic isn't known to have a very strong Crafting Presence. Even in their best game CoX, Crafting was kinda meh...Champions, just laff in pitty, and STO Forget about it

    ::shudder::

    Unfortunately I have to agree with this. Crafting is not one of their strong suits.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    They said that crafting is simple in one interview. That you will enhance weapons, armors and cloths. But you know... Dnd 4 ed actually has a crafting system, so no need to make something entirely new. I wonder if they keep the time requirement. Remember that in DnD crafting takes sometimes many days. I would find some super equipment more satisfying if it would take a longer time to craft.

    Still, no info was mentioned about potions and wands...
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    To be honest there will probably be no crafting, PvP, or more than one faction; those are three things CRYPTIC has not been successful with.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    One possible inovation would be a z-axis control system for the scripting so that certain races can have true flight instead of pcs jumping/teleporting with some vfx thrown in to another location.

    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.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    No pvp comfirmed already, crafting will be. As for factions... that would be plainly stupid. This is not WoW, this is Neverwinter, one city. How do you plan to add factions fighting each other in one city?
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    Qumi wrote: »
    No pvp comfirmed already, crafting will be. As for factions... that would be plainly stupid. This is not WoW, this is Neverwinter, one city. How do you plan to add factions fighting each other in one city?

    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
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    Presbytier wrote: »
    To be honest there will probably be no crafting, PvP, or more than one faction; those are three things CRYPTIC has not been successful with.

    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....
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    SabreHawk wrote: »
    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.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    Qumi wrote: »
    As for factions... that would be plainly stupid. This is not WoW, this is Neverwinter, one city. How do you plan to add factions fighting each other in one city?
    "Plainly stupid?" Relax, tiger. No need to insult people. Watch how simple this is...

    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.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    Jharii wrote:
    "Plainly stupid?" Relax, tiger. No need to insult people. Watch how simple this is...

    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.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    One possible inovation would be a z-axis control system for the scripting so that certain races can have true flight instead of pcs jumping/teleporting with some vfx thrown in to another location.

    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.

    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).
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    h2orat wrote:
    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.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    DarkShrike wrote: »
    *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 :)
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    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.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    How about this? http://forums.playneverwinter.com/showthread.php?t=3844

    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 :D

    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
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    Hmm... how about statues, posters or hall of glory for some events for players?
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