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Possible Innovating Game Features

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  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    darkspore like system again. I really like the Maxis player editor as long as its limited like in darkspore so meshes cannot get tangled up within themselves with player editing. If that would happen very very bad things would happen.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    I know Presbytier, that's why I think they NEED to do this, to prove they can, and what better project than this one, in which historically, gear has played an important part?

    If not sliders, then give us options like the diffuse or texture options on their other games when we buy (or craft?) or obtain gear so that we can manage how our characters look, while also having a deeper pool of items for us to use, and I don't mean like on CO where you have 5million items that are <insert name here>'s <insert name of object here> of <insert modifier like 'darkness' or 'strength'>. We need 4 or 5 styles of each type of item in the game, with different looks, but the same stats, so a longsword can act like a longsword, but look different from the next longsword.
    Yesterday 09:39 PM

    Amen Sabrehawk! Amen!
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    This is the kind of crafting I would like to see, where we can actually modify the way our gear looks. I personally do not want to look like a wow guy, nor do I want to look like every other ranger/rogue/wizard, etc. in game. I really think Cryptic can shine here.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    This post has been edited to remove content which violates the Atari Community Rules and Policies ~Stormshade
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    This post has been edited to remove content which violates the Atari Community Rules and Policies ~Stormshade
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    Bugmaster wrote:
    So if you want fun, you should listen to what I have to say.
    LOL. I about fell off the couch laughing.

    Well, if you have such mad coding skills and know what everyone wants for fun, why aren't you writing your own game so we can all be awed by your divine and prophetic knowledge? Or is it just more "fun" for you to rampage on anyone that disagrees with you?

    Hmmmmm... Maybe you could write a game about that.

    Better yet, just write a game that has a stick figure holding up a sign, "YOU ARE HAVING FUN!" Maybe attach one of those fancy tokens to it.
    Bugmaster wrote:
    I'm ready to troll

    Oh, we all knew that several pages back.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    Should I, I really shouldn't but I'll bite.

    Bugmaster: If someone doesn't like your idea it's really not a problem ignore them. Everyone has Ideas and not everyone is going to like yours. No matter how hard you try not everyone will like them.

    Now I know some of these people your speaking of. I have you know that some of them have won international awards in game design and have worked professionally on such titles as The Witcher. I also personally know one former Bioware developer that monitors this forum.

    You have IGN hall of fame modelers comeing here along with people who have won awards from the Academy for Excellence in Modding. Some of these people know a hell of alot about game design and I'll put money some can put out a game better than anything you've ever seen.

    So please be respectful and have some idea about who your speaking about. If you doubt me google my handle. You may be quite surprised but then again I make sure I back my words up so people know I'm not talking out my butt. It's one of the reasons I use example scripts.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    This post has been edited to remove content which violates the Atari Community Rules and Policies ~Stormshade
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    Now I know some of these people your speaking of. I have you know that some of them have won international awards in game design and have worked professionally on such titles as The Witcher. I also personally know one former Bioware developer that monitors this forum.

    You have IGN hall of fame modelers comeing here along with people who have won awards from the Academy for Excellence in Modding. Some of these people know a hell of alot about game design and I'll put money some can put out a game better than anything you've ever seen.

    If people with that much talent are playing and developing Foundry missions for this game then it only shows how much everybody likes D&D.:)
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    Presbytier wrote: »
    If people with that much talent are playing and developing Foundry missions for this game then it only shows how much everybody likes D&D.:)

    I think he called modelers, "game developers". Not sure that reflects of importance. Sounds like brown nosing since it appears he is in need.

    But we can now get back on topic, i'm done messing with the rifraff around here.

    I played my first D&D video game back i think in Sears? I think i was playing D&D on a Odessy 64 if I recall correctly... Couldn't much figure out what i was doing, remember carving my way thru some green mess.. Was intrigued out of my mind though. Started creating from then on...
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    *chuckle* D&D has been around since I was a kid playing in the dark ages...........errr 1984-85. Still occasionally break out my books and roll some dice. granted they are first edition Ive managed to keep them fairly pristine though the years My players handbook and unearthed arcana were signed by gygaxx so I try not to use them too much now.

    Lots and lots of people still play and with all the vid games out there rolemodeled after them I figure it will always be around for new generations and whatever format people can put it in :).
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    I am honored to have an adoring fan :rolleyes: (for those who have played oblivion, bauldur's gate). If I'm patient enough and don't throw rocks will i get an xp bonus?
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    Bugmaster wrote:
    Lol, the 2 guys picking on me, one admits he's a rookie, the other is a spammer, both trying to corner the board. Both have nothing in real life...
    Only looking to achieve.. That means everything around them that may be better is not, because they must live the lie of peasantry. They get attached to superhero content because they know they are inferior beings. So when anyone around them flexes, they immediately need to attack and become that superhero fanboy they dream of in real life.. What's funny is neither would or could look in your the eye in a dark alley.

    So easy to pull your strings, so too easy.. And oh so now see why trolling exists. I think trolls are sexy compared to you

    EDIT: hope nothing snapped there as I flexed your super hero gland with some riddle n tale

    Oh, obviously, the people who disagree with you are sad sad individuals, pretending to be as awesome as you really really are in real world land. How this post wasn't flagged already, I'll never know.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    Thank you Sabrehawk, I tried being nice and tried helping the guy out, but guess he didnt see it that way.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    This post has been edited to remove content which violates the Atari Community Rules and Policies ~Stormshade
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    This post has been edited to remove content which violates the Atari Community Rules and Policies ~Stormshade
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    This post has been edited to remove content which violates the Atari Community Rules and Policies ~Stormshade
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    Presbytier wrote: »
    Ellipses are not necessary to end every sentence; just use a period. also if you have a legitimate idea then certainly somebody with your skill level would have no problem explaining it clearly to those who think it may not work. In other words one can claim to be anybody online, so it is best to back up your idea with a robust argument and not ad hominem attacks.
    It's not even worth it Presbytier. Multiple people asked the same question. It wasn't even an "attack" on the idea, just questioning the idea as it pertained to Neverwinter. If a valid counterargument was provided, I am pretty sure that you know most of us would have jumped on board. But instead, we got condescension and rage. *shrug* No skin off my back.

    Thanks for the hilarious quote, though. I am still trying to figure out how a pro coder does not understand how a basic ignore feature works. How is my ignoring him getting me "out of everyone else's hair?" LOL.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    Well lets talk about something else. The forum is getting sidetracked. What do you think about seasons and consistent weather across a string of areas. It would be nice to see seasons based on the time line of the game trees changing color and leaves falling off. The downside is you would have to make 4 different tilesets for the same area to show the seasons including vegetation but I have seen it done before with worms seasonal forest.

    With weather if you could put some direction wind in across the areas and could see the clouds moving across west to east (or however you set it up) then have consistent weather patterns throughout your areas that would be fantastic. It would greatly enhance the immersion effect for everyone.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    Well lets talk about something else. The forum is getting sidetracked. What do you think about seasons and consistent weather across a string of areas. It would be nice to see seasons based on the time line of the game trees changing color and leaves falling off. The downside is you would have to make 4 different tilesets for the same area to show the seasons including vegetation but I have seen it done before with worms seasonal forest.

    With weather if you could put some direction wind in across the areas and could see the clouds moving across west to east (or however you set it up) then have consistent weather patterns throughout your areas that would be fantastic. It would greatly enhance the immersion effect for everyone.
    It would definitely be nice, but does STO even have a game calendar? I don't see a way to track this. I know STO has weather conditions and prefabs for weather-impacted terrain, but no way to dynamically select which terrain to use based upon the date.

    Potentially, you are talking about 4 modules to cover all 4 seasons. It would be nice, but I just don't see many people wanting to go to those lengths so we can experience the seasons.

    If the tiles/prefabs could dynamically change while leaving all of the other placeables and content untouched, then sure. But personally, I would prefer 4 unique prefabs than 4 of the same prefabs with different weather conditions, particularly at launch.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    Yes not an easy problem to solve. The scripting would be the easy part as long as cryptic has a master clock then you could make a include converting minutes and seconds to switch the seasons then make a simple script to monitor and change what needs to be changed. similar to some of the bugs in nwn encounted like putting a semi-beat script in on large pws so time doesnt stop and the server is stuck on any certain hour.

    The hard part is how to make the change happen. The only way I've seen it done is to have seasonal areas where your entrance/exit transition trigger has an OnEnter Contitional for which area it transfers you too. If you could retexture models in game that would be the ticket but I'm not really sure you could do that being most games use static meshes for terrain.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    Yeah, initially on our PW, we had a 4:1 time conversion from real time to FR time. The clock on the server synchronized to the clock on the web site. The web site had 4 different themes based upon season, but we never rolled that out to the servers (just the date/time) since we were more interested in crafting more areas than changing the season in one area.

    And unless we do eventually get some type of PW support, I am not sure if this is something that I would focus on myself. I would rather make 4 unique modules than the same module 4 times. :)

    But, they do have weather placeables in the STO Foundry, so I would expect the same in NWO. Maybe there is a compromise in that somehow.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    Or have flags that you could manually switch, same module, but the flag would determine which season tiles to use?
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    That would be great, but from what I have seen in the STO Foundry, there just isn't a way to change the prefabs/tiles like that.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    Jharii wrote:
    That would be great, but from what I have seen in the STO Foundry, there just isn't a way to change the prefabs/tiles like that.

    So... That's why it is a suggestion for possible game innovation!

    Cryptic, please make a set of tiles that will have flags or states that represent different seasons and/or weather effects.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    While I like sound of shifting seasons, I would rather cryptic create four different tile sets than one tile set with 4 seasons. Being able to switch tile sets based on a flag does sound like an interesting (but problematic) idea though.

    An idea I just had: In most games with perma-death, death is it. Game over. If you want to continue with some link to the old character, it will all be in your head. Why not allow a legacy, so to speak. You can take a dead character and create a new one with a tie in (brother, sister, younger sibling, ect). The tie in wouldn't have to have any in-game benefits, just something on the profile that you/others can see.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    Gemstrike wrote:
    While I like sound of shifting seasons, I would rather cryptic create four different tile sets than one tile set with 4 seasons. Being able to switch tile sets based on a flag does sound like an interesting (but problematic) idea though.

    An idea I just had: In most games with perma-death, death is it. Game over. If you want to continue with some link to the old character, it will all be in your head. Why not allow a legacy, so to speak. You can take a dead character and create a new one with a tie in (brother, sister, younger sibling, ect). The tie in wouldn't have to have any in-game benefits, just something on the profile that you/others can see.

    I doubt you will see permadeath on this game. Not a good way to treat a customer who is paying to play a game (either by subscriptions or by micro transactions). Paying customers want to keep their characters.

    Torchlight did have a system that was kind of cool, you beat the game with a character, and you got to basically retire that character and pass down 1 item and slightly boosted stats for the next character in that line.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    Do you think Cryptic will use phasing to make the persistant world different as you progress in the content? Such as, a quest might be to thwart an incoming invasion and the invading force destroys part of the wall. After you play this quest, that wall stays damaged until you run another quest to get support and funds to repair it. This was done somewhat effectively during the beta (and release?!?) of Champions Online in the desert area.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    SabreHawk wrote: »
    Do you think Cryptic will use phasing to make the persistant world different as you progress in the content? Such as, a quest might be to thwart an incoming invasion and the invading force destroys part of the wall. After you play this quest, that wall stays damaged until you run another quest to get support and funds to repair it. This was done somewhat effectively during the beta (and release?!?) of Champions Online in the desert area.

    You mean the different Desert (or Canada) Crisis zones/maps and then later on going to the full Desert or Canada zones post the crisis missions? Where you went from the limited version of the map with it's restricted area and then after beating that section of the story got to see the zone repaired/recovered from the disaster you averted?

    I would like to see something like that, some form of sign of your effect upon the world and the progress the town's re-building efforts are making.

    The tricky part is: How do you handle displaying that with a team that may all be at different states in the game? If it's handled as fully seperate versions of the same map, then you'd be segregating players across the game world based upon their story progression (player A has repaired the gates, is on the repaired gates map. player B hasn't repaired the gates yet, they are on a different version of the zone and won't ever actually see / interact with player A).

    Still, it's a feature that'd make the world feel more alive, more like your character is actually accomplishing something within the world, and I'd love to see some time put into coming up with a way to do this so you feel like your actions are actually having an effect upon the city and the world rather then just keeping the kobold population in check.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited June 2011
    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 weapons

    Recording voice for user quests, historical feats, Badges of Valor(achievement items required for certain quests)

    Item sockets that work in user generated content

    More scripting :P

    Mounts, Faction ranks

    Maps as items that can be shared

    Overland map of Faerun

    Items getting damaged and need repair

    No binding items

    Public Library and Writing on scrolls/books

    Scrolls that lead to quests

    Runes, temporary enchantments

    Powerful, temporary items to defeat an enemy, lost at the end of quest

    More scripting, Ambient area effect damage (environment damage to player)

    Environment changing due to seasons (summer, winter, etc) or weather

    Flags for season titles

    Permadeath and heritage system

    Phasing (similar to WoW phasing)

    More of mine new ideas:

    Weapons of Legacy - heard or read that manual? There are different magical, powerful weapons that get more powerful with you levelling up. However, to get more powerful bonuses you need to perform legacy ritual/quest to obtain it. So even if you have 10 lvl you cannot get the bonus for the 10th level if you do not fulfill the quest.

    Bloodthirsty weapons - these would be weapons that do not depend on heroes level, but level up themselves by killing enemies.

    Drawing on the scrolls - ok, so when you have a riddle you don't always write it in words, sometimes you like to have some visual riddle. It would be cool to be able to do simple drawings on the scrolls that players will find in a dungeon.
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