test content
What is the Arc Client?
Install Arc

Possible Innovating Game Features

2456710

Comments

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

    I don't know how you would do that, unless it was an instance constructed on the fly for a quest that only showed the player and his party as statues.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    What about my other ideas on the previous page?
    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

    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.

    Well, statues, etc would be in persistent zones like marketplace or so.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    Qumi wrote: »
    What about my other ideas on the previous page?



    Well, statues, etc would be in persistent zones like marketplace or so.

    I don't know how fair it would be to pick X characters and have statues of them permanently. I think it would be fine if it was a hall or something that was an instance and you could invite others in if they were in your party, but otherwise no one would know....
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    Well, a Hall of Glory- would be a place where statues of groups or individuals would be placed. That to say groups or individuals who do some kind of achievement, like win some kind of event, or so. It's not about being fair, it's about your character having an impact on the game-world.

    Still, what about other ideas? I think "aging" is pretty cool, or sava ;]
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    Hmm I think that this "aging" is fine idea. PC will look more experienced.

    I also agree with different languages - just like it was in NWN1. You could use some languages and PCs who knew that language could understand you. For others it was just random letters.

    I think that fractions (personally I prefer word organisations it sounds less hostile for me) is also fine idea. Just like Jharii said. Thieve's Guild, City Guards, Mage's Tower, Temples of various deities, Assasins Guild, Merchant Guild (for crafters) etc. Something like that. And no all organisations have to fight with each other. Some of them ignore others, some are enemies, soma are cooperating or in symbiosis.

    Next - I think something like a reputation system. Simpliest form: you kill a guard or someone who is innocent. Your reputation drops to -25. Now when you are sighted by guards they become hostile. They chase you/beat you/kill you/throw into jail. Then you can try to escape, bribe someone etc. But back to reputation. If you're doing good deeds your reputation grows. You get some discounts, NPC treats you better, more kindly etc. Same with evil reputation, NPCs are afraid of you, it's easier to join for example assasins guild etc. On PW where I played we had such system. It was controlled by DMs. Loss or gain of reputation was effect of quests or PCs deeds. But if in D&D Neverwinter will be only one big city to explore it would need some modification. Mayby to have reputation in different districts etc. Maybe there also should be something like your organisation reputation. How your guild sees you.

    Special equipment from your organisation? Of course why not. Just don't allow one PC to be in all organisations.

    This total darkness thing is quite interesting. I think it would give a little thrill but I think that won't pass... I think that some visibilty should be left but torch or darkvision will give you bonus to serach and spot checks. You will be able to notice someting that without light source you won't. Or to detect enemies more faster.

    Some mini games that you can play with other player - good idea. Small game for small cooldown.

    About crafting - I agree we should be able to craft potions, weapons, armors, write scrolls etc. I liked CNR from NWN1 very much - so maybe something similar to it. But in addition we could use different types of wood, metals etc. I mean it was all in CNR but what I mean is quality. So for example poor copper is just ok (no bonus), good adamantium gives your weapon +1 bonus, very good mithril makes your armor to reduce dmg etc. So not to only have different materials but also of different quality. This could allow to make very many combinations to create items. About item customization - again I like it very much. For me it will be enough if I will be able only to change the look of armor/weapon. It can be done after you craft item via CNR. You make a sword on anvil, galvanize it with tytanium, prepare enhancement, and combine everything in one item. Usualy not possible to be done by one PC. So cooperation. You cooperate, with player who has a minig skills, witha someone who is a good blacksmith, with wizard. Just small idea.

    What about eating and drinking? Maybe do such thing that PC has to eat and drink? If he will ignore it he will receive some score penalties, penalty to attack etc. If he won't eat he will die. Heh yeah I know you don't like that idea. This sytem in NWN1 was called Dionizos.

    What about resting? If you want to rest in wild you need a sleeping bag or tent. And you can't fully rest in heavy armor. You have to take it off.

    Ok, I think that is all for now. I know that some of my ideas may seem a little "harsh" but they make game more realistic. But thay are only suggestions ;)
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    SabreHawk wrote: »
    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.
    SabreHawk wrote: »
    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.

    I think this is an awesome idea.

    Even if PCs can't create items at launch, I'd like to see a <quality><material><type>of<perk/perks> type system for items. That way it would give people a good range of options for creating items with the Foundry (if they'll let us do that), and leave the door open for this kind of item crafting to come in later on, as well.

    On other notes:

    "Aging" would be very cool. Would you have some control over the way your character aged (i.e. gain weight vs lose weight, going bald / gray or not, etc...), or would it be determined by class / stats?

    Mini-games are always cool.

    Having different organizations that you can befriend / join would be cool. They could potentially not only give you access to items, but also henchmen / training. For the training, you'd want to limit each PC to abilities from one organization at a time.

    I think allowing for darkness in certain places would be interesting, but could be difficult to implement. You'd want to allow players to carry torches, but you'd also want to let them toss a torch on the ground to pull a sword if they needed to, and not have it go out right away...
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    Alnakar wrote:
    I think this is an awesome idea.

    Even if PCs can't create items at launch, I'd like to see a <quality><material><type>of<perk/perks> type system for items. That way it would give people a good range of options for creating items with the Foundry (if they'll let us do that), and leave the door open for this kind of item crafting to come in later on, as well.

    On other notes:

    "Aging" would be very cool. Would you have some control over the way your character aged (i.e. gain weight vs lose weight, going bald / gray or not, etc...), or would it be determined by class / stats?

    Mini-games are always cool.

    Having different organizations that you can befriend / join would be cool. They could potentially not only give you access to items, but also henchmen / training. For the training, you'd want to limit each PC to abilities from one organization at a time.

    I think allowing for darkness in certain places would be interesting, but could be difficult to implement. You'd want to allow players to carry torches, but you'd also want to let them toss a torch on the ground to pull a sword if they needed to, and not have it go out right away...

    Tying training of new feats/abilities to factions could be very cool. Imagine a thief. It can either join the footpad guild, or the assassin's guild. The player/character wants to learn how to pick pocket. This way you could gate skills by factional ties, so if he joins the footpad guild he has easier access to learn the skill.

    This might make it complicated for those who just want to run quests and advance how they want to advance, and force players to jump through hoops, but if done right, it could add some depth to character advancement.

    Thanks Alnakar, for the support of the crafting idea. I think a system like this would add so much depth and breath to Cryptic's current feature portfolio. Then no one would doubt that they couldn't pull off any sort of game.

    Edit:
    Thought of something else, Cryptic... not really innovating or revolutionary, but needed.

    Please Cryptic, if a character is wearing leather boots, I want to hear the soft scrape of leather on stone when I am walking on stone, a muted thud if on dirt, and a crisp smack on polished marble. I don't want my characters to glide across a floor completely silently. I do not want toggle powers that produce constant noise. The sound engineering on your games has always felt like it took a back seat. It should be nearly as important as graphics.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    Well, by no means innovative, I sure hope we see dyes/enamels across the whole colour spectrum for character armor/clothing customization as well as a few wardrobe tabs.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    I would like to see a variety of potential interactions with the NPC’s, where your conversations can alter the story path. I think one of the things that disappoints people with the MMO’s, is the fact that people memorize the quests, and can basically run them in their sleep; story arc’s that change based on the NPC (semi-randomly generated moods) and conversations would be great fun… and keep it fresh. So my idea would be to have the NPC’s have semi-randomly generated moods that effect the story. I don ‘t mean to have the NPC’s be bi-polar or anything, but perhaps be influenced by your actions in the past, or perhaps current events. For example, if a town is being attacked, they wouldn’t just stand in the middle of it and tell you the story as they would in time of peace.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    the aurora toolset has some odd bugs within the framework. Being that the foundry is based in part in aurora some of these oddball bugs might possibly make their way into this game. One of them being odd occurances or non-working scripts placed on encounter triggers (OnEnter). If Cryptic gets some of these bugs worked out it would be great not to have to work around them.

    another nice feature would be a resetting random trap generation trigger script for dungeons and rooms. I can reset traps on placeables using a script but cannot get random placement for a dungeon so players often know where the traps are going to be after they have explored an area once.

    example script
    #include "nw_i0_spells"
    #include "rand_trap_inc"
    
    void main()
    {
        object oPC = GetEnteringObject();
        object oChest = OBJECT_SELF;
        string sTrapScript;
    
        int iLevel = GetLocalInt(oChest, "iLevel");
        int iTrapLevel = GetLocalInt(oChest, "iTrapLevel");
        int iTrapType = GetLocalInt(oChest, "iTrapType");
        int iRecoverable = GetLocalInt(oChest, "iRecoverable");
        float fDelay = GetLocalFloat(oChest, "fDelay");
        if (fDelay < 360.0)
            fDelay = 360.0;
        int iRandomDelay = GetLocalInt(oChest, "iRandomDelay");
        int iDisarm = GetTrapDisarmDC(oChest);
        int iDetect = GetTrapDetectDC(oChest);
        if (iLevel < 1)
            iLevel = 41;
    
        // Get the appropriate trap script
        sTrapScript = GetTrapScript(GetTrapBaseType(oChest));
    
        // Fires the appropriate Trap Script based on value of nTtype
        ExecuteScript(sTrapScript, oChest);
    
        // Set the trap to reset itself
        if (iRandomDelay)
        {
            fDelay = IntToFloat(Random(FloatToInt(fDelay))) + 180.0;
        }
        DelayCommand(fDelay, taa_CreateTrapOnObject(iTrapLevel, iTrapType, oChest, iDisarm, iDetect, iRecoverable));
    }
    
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    the aurora toolset has some odd bugs within the framework. Being that the foundry is based in part in aurora some of these oddball bugs might possibly make their way into this game.
    The Foundry isn't at all based on the Aurora Tools--absolutely no technology was passed on from previous NWN toolsets.

    They were built separately.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    That may be, but scripting is still scripting whatever language or engine and innovations are still innovations. I'm remembering bugs from a game I know so developers dont make the same mistakes here thats all. Being aware of someone elses mistakes can help with the development of your product.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    another nice feature would be a resetting random trap generation trigger script for dungeons and rooms. I can reset traps on placeables using a script but cannot get random placement for a dungeon so players often know where the traps are going to be after they have explored an area once.

    I definitely agree. I never played NWN 1 or 2, but I know it's an issue with a lot of games. After you've run through something once, you can basically stop right in front of a trap, search for traps, disarm it, and then continue frolicking through the dungeon without fear of setting off any other nasty surprises.

    Being able to specify any number of places where traps might be, while building a module, and then distributing a set number of traps between those points, might be a decent solution (I'll admit to not having really taken the time to look through your code to see what you were doing there). If I set 80 spots that could potentially be trapped, and spread a dozen or so traps between them, then it'll provide some element of unpredictability to the thing.

    I'm also hoping that there will be less replaying of scenarios in this game, given the plethora of user-generated-content there will be to play through.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    What i wondered, was anywhere stated from official side that there will be there be things like "Scripting" in the Foundry or even "Traps" to set? If this question was already asked, I excuse for that. But after observing the Forum for days it seems i didn't found any fitting answer to that.

    I do really hope Scripting will be possible, after all it was one of my favorite features in the NWN1 Tool set. I loved to have a story told by the scripts featuring talking environment and traps instead having everything just monster based. Hope someone can enlighten me if there exist any confirmation about that. Would be a shame if the scripting feature is missing out of the Foundry. And of course the marking of specific locations where the script should happen.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    Jumping: Height Based off skill and Ability Scores.

    Climb Walls and Trees: Based off Skill and Ability Scores.

    Crouching and Prone

    Lots of Rings that do different enviornment tasks. like Waterwalking, Flying, Invisibility, Blinking, Teleport, Levitation. But not too many rings in the world.

    Add Voices to Characters like Neverwinter Nights, but make it easier to use. There are alot of one-fingered typers. So sometimes just saying something simple with the Click of a mouse is enjoyable and funny. At least a laugh from the character.

    Intelligent Weapons.

    Deck of Many things is always a suspenseful moment. You could add moments like these; Great Power! or Great defeat! to a players character, based on the choices he or she makes. Gain a level or loose a level. Boost an Ability Score or lose Abilty scores or life or death. This would be Fun, but needs to be rare.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    Best suggestion yet, Winterhawk! There's nothing sadder than a good adventure/quest/module that's been figured out, spoilers posted and people just going through without a real challenge. Having a way to cycle and randomly reset/put in different places all those traps/puzzles/riddles/hazards, etc. would just rule.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    Here is another idea:

    Player/Guild Housing - Allow us to use foundry to set up a permanent guild/player housing that only you can get to or people in your current party or guild.

    Then, allow us to hang banners, and pay for servents to wander around and provide some services, and even more, allow us to use the character creation menu to create the uniform/livery that they wear.

    Then you can provide costs and unlocking quests for different services that we can add to these instances, such as minion hire, repair armor, potions, ect ect.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    Actually, I thought about it in Guild topic ;-) http://forums.playneverwinter.com/showthread.php?t=3801&highlight=guild

    Ok, let me try to list all ideas...

    -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 weapons



    My new ideas:

    -Record voice- allow dungeon builders to record voices and dialogues for their NPC's

    -Historical feats - feats you gain from doing certain quests. While main-world quest could add some tiny bonuses, a dungeon builder could also grant historical feats that wouldn't grant anything, but a reminder, a kind of souvenir

    -Badges of Valor - something similar to historical feats. Instead of feats you would get badges for certain quests that you can view in your char panel or journal. Dungeon builders could draw and create their own badges :) These badges could then be requirements for certain quests, so that the continuity of the story would be sustained.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    Qumi wrote: »
    Actually, I thought about it in Guild topic ;-) http://forums.playneverwinter.com/showthread.php?t=3801&highlight=guild

    Ok, let me try to list all ideas...

    -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 weapons



    My new ideas:

    -Record voice- allow dungeon builders to record voices and dialogues for their NPC's

    -Historical feats - feats you gain from doing certain quests. While main-world quest could add some tiny bonuses, a dungeon builder could also grant historical feats that wouldn't grant anything, but a reminder, a kind of souvenir

    -Badges of Valor - something similar to historical feats. Instead of feats you would get badges for certain quests that you can view in your char panel or journal. Dungeon builders could draw and create their own badges :) These badges could then be requirements for certain quests, so that the continuity of the story would be sustained.

    Nice work Qumi!

    I like your idea somewhat, that way you can set up a chain of modules that players would have to play in a certain order, since you are basically gating them with the items that are required for the next step.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    A great way to allow user created content could be through the use of what I call "weapon connectors" or basically sockets for sake of argument.

    These sockets can be equipped with user generated gear and they would only work where appropriate in that specified user created realm.. Others created realms could share the use, would be a great community sharing feature controllable via a UUID system and a flat file text file database or something simple..

    Obviously these things can be anything from changing the look of an item, to an enhancement or spell, a magic trick, and who knows what else :D

    Now you have custom user gear that is obtainable by all that does no real damage to the "external main world". What I mean is that by being all decked out in gear, you don't kill the "WORLD" sorta speak with flooded items as these items are meaningless in use other than said fashion or
    trinket value.. You now add a limitless adventure of loot, and perhaps visual effects can be seen in local hangouts to spread the word of the content to be sought out..

    Bobalicious: Where did you get those irredescent bunny slippers!?!?!
    MaryJo: Oh, i killed a mighty bunny at the deep end of the crypt of the dead. Aside from sparkling, they give me +3dmg to undead there and cast spell of brightness when undead are near
    Bobalicious: Awesome, how do I get there!
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    @Bugmaster: That sounds like a potential inventory nightmare.

    I think that if the user created modules went with a treasure budget based upon the level of the module/encounter, coupled with random treasure/treasure parcels system, this would alleviate the stocking the world with overpowered gear.

    For example, a 3rd level encounter would allow me to populate the loot drop for that encounter with level appropriate gear, and I have to fill that random table with at least 3 items. Successfully completing the encounter rewards me with one of those 3 items.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    how do you figure? its nothing more than a bit that only works in said module, and 1,000,000 items per person... is nothing today
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    Bugmaster wrote:
    A great way to allow user created content could be through the use of what I call "weapon connectors" or basically sockets for sake of argument.

    These sockets can be equipped with user generated gear and they would only work where appropriate in that specified user created realm.. Others created realms could share the use, would be a great community sharing feature controllable via a UUID system and a flat file text file database or something simple..

    Obviously these things can be anything from changing the look of an item, to an enhancement or spell, a magic trick, and who knows what else :D

    Now you have custom user gear that is obtainable by all that does no real damage to the "external main world". What I mean is that by being all decked out in gear, you don't kill the "WORLD" sorta speak with flooded items as these items are meaningless in use other than said fashion or
    trinket value.. You now add a limitless adventure of loot, and perhaps visual effects can be seen in local hangouts to spread the word of the content to be sought out..

    Bobalicious: Where did you get those irredescent bunny slippers!?!?!
    MaryJo: Oh, i killed a mighty bunny at the deep end of the crypt of the dead. Aside from sparkling, they give me +3dmg to undead there and cast spell of brightness when undead are near
    Bobalicious: Awesome, how do I get there!


    Not a fan of this. I will have one character and what he or she earns I want them to be able to use. For me its all about the adventure for one character I develop. So I really want to take my robes of holding and use them on other adventures not just be flair.

    I believe a standard loot table that can be twinked so instead of having a +2 flaming sword I could have a +1 sword of holy. That way its not OP its just a changing out of abilities that will add up to the same thing.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    Bugmaster wrote:
    how do you figure? its nothing more than a bit that only works in said module, and 1,000,000 items per person... is nothing today
    So how do you propose that I keep track of what items I have in which module? What happens if that module is pulled and I lose something valuable? What happens if I pick up a feat that allows me to wear better armor? I have to upgrade that armor on each server I intend to play on?

    Now, if I have 2, 3, 4, 5 characters across 10, 20, 30 server/modules...

    Players will never be able to track what they have and where they have it.

    Inventory nightmare.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    One of the problems I see with the socket system is the inventory. There are things in a multiplayer enviorment you have to keep track of. a couple of things off the top of my head.

    Area size: the larger the areas the more the camera has to work to frame perspectives the more lag you get on a server. every time you take a step the camera perspective changes and the scene re-rendered.

    Inventory: The more inventory you have the more items the server has to keep track of the more work the engine has to preform.

    poly count: The bigger the poly count the more the engine has to render creating lag and set backs.

    Number of Creatures in an area: This can really strain any engine

    Horrible loop scripting creating never-ending loops potentially causing the whole server to crash.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    I love the sava minigame Idea. Reading about it I always wish WotC would release it as a real game.

    We already know DnD can't have pvp and be true to the DnD rules, as the balancing would be horrendous. Factions would be sweet though. Rising through the ranks of the church of Torm or kossuth.

    Crafting would be awesome, but it would have to be done right. You'd need to randomly generate the enchantment you receive. Or else everyone's just going to create whatever weapon they currently need. Let the skin be customizable by a preset number of skins (even if they just do blade, crosspiece, and pommel)

    You could even have special skins that characters need to find plans for to unlock.

    Aging is another awesome Idea but elves wouldn't really see any effect at all over say 10 years (1 yr per level) and if they planned on increasing the level cap you're character could very well end up an ancient old man. Would add the possibility of an "Find an item of anti-aging" quest if you didn't want to be old. Hmm I think I'm torn with this one.

    Flying in a dungeon crawler would be mostly graphical. I guess it could help get over traps... the same goes for skill based jumping. And seeing how neverwinter is mostly ruins with a large undead presence I'm guessing we're going to be in a lot of underground crypts and such. Plus it would be limited to really only wizards.

    Weapon modes would be sweet too. Changes the stance and the way your character uses their weapon. Could even have it on an ability meter so you have to level up the stance to use it efficiently.

    As for chat based spells, really your just going to **** off people who can't spell well or type fast. Everything would just get thrown on a macro and put into the skillbar for fast casting anyways, so you might as well just have skillbar spells with casting words macro'ed to them.

    Randomness is a big thing for me as well, and hopefully we get around that by having the user created content. I'm just hoping most users stick to forgotten realms canon so I don't have to shift through piles of quests that aren't even about the forgotten realms universe...

    Edit: Oh and have your deity choice to have some impact on the game. I hated how in Nwn 2 it didn't matter a lick who you choose to worship.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    Jharii wrote:
    So how do you propose that I keep track of what items I have in which module? What happens if that module is pulled and I lose something valuable? What happens if I pick up a feat that allows me to wear better armor? I have to upgrade that armor on each server I intend to play on?

    Now, if I have 2, 3, 4, 5 characters across 10, 20, 30 server/modules...

    Players will never be able to track what they have and where they have it.

    Inventory nightmare.

    Guess I should explain in more detail...

    Well, simply they are not items, they are things you attach to items. a child inheritance only a specified module would recognize via a database. There is nothing to see or store other than a UUID number. It attaches to a item in that slot and will react when it is spotted in module. These items can add appearance effects, magical effects, or additions to character attributes, etc. But they have to be understood by that particular module.. The external real world would then not be affected upon uber items gained, but allows creativity for end user to create his own content and special items.

    With the use of a UUID, other external modules, can choose to inherit this item and make use of its special code or features if the creator specifies its "shareable". Or can be completely ignored as well if some people think, its "OP"

    UUID is basically how virtual reality "Second Life" and other global systems that share work, such as Facebook etc... its a unique user id number that no one elses item can share, but its how its effects are looked up.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    I mean would it not be cool to create a module where your friend has a module and a reward is a special key, or flute that is required to complete your module because I Just created that idea in my brain.. Totally making the community quest for rare finds in dungeons. The social aspect is overwhelming to comprehend and would bring back the term "adventure" and "imagination" to levels no one can yet even comprehend... how is that not FUN?!? :D
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    Bugmaster wrote:
    Guess I should explain in more detail...

    Well, simply they are not items, they are things you attach to items. a child inheritance only a specified module would recognize via a database. There is nothing to see or store other than a UUID number. It attaches to a item in that slot and will react when it is spotted in module. These items can add appearance effects, magical effects, or additions to character attributes, etc. But they have to be understood by that particular module.. The external real world would then not be affected upon uber items gained, but allows creativity for end user to create his own content and special items.

    With the use of a UUID, other external modules, can choose to inherit this item and make use of its special code or features if the creator specifies its "shareable". Or can be completely ignored as well if some people think, its "OP"

    UUID is basically how virtual reality "Second Life" and other global systems that share work, such as Facebook etc... its a unique user id number that no one elses item can share, but its how its effects are looked up.
    Thanks, but I still do not see how this answers my concerns. You expect players to be able to keep track of all of these items, which servers they got these tokens from, when the module is gone or they grow past its level, etc.

    I just don't see this being a good feature for NW.

    They are better off budgeting what a module can provide and/or what a character can own.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    Jharii wrote:
    Thanks, but I still do not see how this answers my concerns. You expect players to be able to keep track of all of these items, which servers they got these tokens from, when the module is gone or they grow past its level, etc.

    I just don't see this being a good feature for NW.

    They are better off budgeting what a module can provide and/or what a character can own.

    Well, you still don't comprehend it.. Players don't have to keep track of anything, consider the item the equivalent of a mop bucket on the floor...
    Only that you know you earned that mop bucket.. It's not managable.. it simply exists if you achieved it in the module it was created for. It doesnt exist outside of the module, unless that module was designed to make it exist.. So it simply is not in existence anymore...

    Don't try to think as inventory like a human.. a proper database system can do amazing things in 1/10th of a blink of an eye that you can only dream of doing humanly in a months time.

    I guess another way to explain it is like this... How does a MMORPG know you have completed that quest? It has to track that for every millions of players, multiply that 30 characters per player.. Wow, thats a lot of quest storage for the computer.. ugh.. NOT

    Now take that to the next level, imagine WoW, and all its achievements.. for all its servers, and all its players, and all its alts and its 9 years of play.. Wow thats some umpteen billion stats to collect, heck it records how many times i /petted a bunny! how does they do it? You'd be surprised how simple and how small the record database truly is
Sign In or Register to comment.