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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
    I think I have and idea for changing seasons that might work. I'm going to try to replace the tgas and dds files i use in one of my tilesets with plt files then make a script to switch plts on a timed basis.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited July 2011
    Rideable Mounts and Romance options availible in "Neverwinter" please Cryptic.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited July 2011
    Carrok5 wrote:
    Rideable Mounts and Romance options availible in "Neverwinter" please Cryptic.

    That may be hard. In a SP game I think that could work but not too sure about this route. Don't get me wrong. I would also like a good romance with a NPC or a chance with another PC (player character) but I think that would be hard to pull off. For the NPC, the writing would have to be righ on the money to be workable. Plus just how far would the romances go? Like in a lot of the NWN and NWN2 user made mods. You had the fade to black screen if things got to a certain point. Then some others let you explore with the options that they made in their scripts. I'm sure that we would have to split the world with two options. Adult and kids. This may not go too well if the romance is too heavy for the rate system. So as long as the romance is like a normal, dare I say, girl meets boy. Then I think it might work. But if you are thinking of something else. Chances are slim I would think.

    The riding of horses and of either a pegasus or a dragon would be really cool too.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited July 2011
    Qumi wrote: »
    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.

    You should probably put this in its own thread; you could simply title it What has been discussed so far. That way it could be more readily referenced.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited July 2011
    Presbytier wrote: »
    You should probably put this in its own thread; you could simply title it What has been discussed so far. That way it could be more readily referenced.

    I edited the original post as well.

    Thanks Qumi


    Romances - Depends on what Cryptic is aiming for as far as rating I would think



    Mounts - I'd like to see a game where we could breed mounts for appearance and bonus stats, and create custom armor for them...



    Legacy/Bloodthirst/Leveling weapons - These all sound like something that you would want to limit to 1 per character or account



    Scoll interaction - maybe even allow different colors of ink and allow this to be done on maps so you can plan things with your party members
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited July 2011
    Romances I like alot if they are there. I think most I've played were pretty good.

    Mounts I could live with or without I've played so long without them that they matter little in the end. If they do make mounts, make it count with the ablility to have special mounts at a certain level where you could perhaps do a major quest to aquire one.

    Vorpal, wounding and other special weapons.......yes as long as everyone can eventually aquire one in a quest or by other means.

    Scrolls. It would be a nice feature perhaps seperate cryptic from others with something nice like that.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited July 2011
    Carrok5 wrote:
    Rideable Mounts and Romance options availible in "Neverwinter" please Cryptic.

    I believe the interview with Shane revealed mounts not supported for launch, but was being worked on for release after launch.

    He was asked about pets, and then said yes, but equated that with henchmen, which made me laugh.

    - Bar

    PS - Not sure about romancing your mounts.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited July 2011
    I never understood the desire for mounts in most games. Unless the game is a huge open world, or mounted combat is included they really serve no purpose at all.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited July 2011
    Just to avoid some ad hominems ... I have played PnP D&D (and a couple of sessions of other games) and I have never played WoW ...

    I am convinced that Foundry as it stands will not be able to represent a viable end game, the scope is too myopic. If it had a DM client and good scripting maybe, but as it stands not a chance.

    If I'm right then we go back to the existing viable end games ... dailies/raids and either skill based (Guildwars, WoW Arena) or player faction PvP (Eve, Darkfall). The last two are not an option ... so dailies and raids.

    If the game is going to have dailies though why not combine it with the Foundry? Allow people to vote on Foundry adventures for the dailies ... give the developer a special mount or other boon or something.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited July 2011
    RazorrX wrote: »
    I never understood the desire for mounts in most games. Unless the game is a huge open world, or mounted combat is included they really serve no purpose at all.

    Flying ones do.

    Wonder if there will be functional flight?

    If there is much of an encumbrance system then pack animals and mounts could be useful. But I suspect that encumbrance will be as abstract as NWN2.

    - Bar
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited July 2011
    For flying mounts with real flight you'll need z-axis control in a 3d enviroment. It's not the easiest thing to do but some have done it. mostly depend on how they set up their walkmeshes.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited July 2011
    For flying mounts with real flight you'll need z-axis control in a 3d enviroment. It's not the easiest thing to do but some have done it. mostly depend on how they set up their walkmeshes.

    Champions has flight, swinging, etc. STO is same engine and has ships, etc. This will have the same engine (just tweaked for 4e ruleset).

    Just again, any type of mount (ground or flying) are only needed if the world is large enough to make them useful OR something like mounted combat, you have to fly to get to an earthmote, etc.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited July 2011
    Mounts would be nice. At least ground ones.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited July 2011
    Mounts will be in the game, but not after the release. It was confirmed in the last interview.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited July 2011
    Qumi wrote: »
    Mounts will be in the game, but not after the release. It was confirmed in the last interview.

    What kind? I don't know why they'd have flying but that's D&Dish, though much more high level type stuff.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited July 2011
    No idea, "we have some cool ideas for mounts", nothing more from what I've heard.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited July 2011
    Qumi wrote: »
    No idea, "we have some cool ideas for mounts", nothing more from what I've heard.

    Maybe they will just put in some sort of fast travel interface to get you from one part of the city to another, and it's "cool" because you don't have to learn any mount skills, you just pay the guy and go?
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited July 2011
    Some new ideas:

    Import Avatar - this feature was actually present in Nwn 2. Instead of your 3D portrait of your character, you could import an image you have on your PC and have it in the game. The graphics in the Neverwinter seems nice enough, but maybe some prefer 2D painted avatars.

    Forum Account integrated with the game - now, this is controversial, and I'm not sure if it's a good idea, but hey - i just give ideas. How about the Game account would be somehow connected with the game account, it doesn't need to be by name and password, but for example by serial number of the game, like on Bioware forums. With integrated account when you had trouble and posted it on the forum, the support team would immediately know whom to help. But my idea is mainly about achievements. If you achieve some major things in the game you could have some badges or signs or titles available to you on the forum. For example Qumi, the Dragonslayer.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited July 2011
    Qumi wrote: »
    Forum Account integrated with the game
    My forum account (created first), Cryptic account, and my STO account (created last) are all linked, so that would suggest that they will probably be linked with Neverwinter as well. I can add CO as well, if I ever choose to.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited July 2011
    RazorrX wrote: »
    Champions has flight, swinging, etc. STO is same engine and has ships, etc. This will have the same engine (just tweaked for 4e ruleset).

    Just again, any type of mount (ground or flying) are only needed if the world is large enough to make them useful OR something like mounted combat, you have to fly to get to an earthmote, etc.

    Please god no flying or flying mounts. That totally kills immersion when you can fly over everything dangerous. I'd much prefer to have vehicles when they serve a purpose.

    Now What I'd like to see however is jumping Yes I admit I'm expecting this to be almost the same as DDO except with 4th edition rules but jumping adds a totally new element to dungeon design.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited July 2011
    vanbacon wrote:
    Please god no flying or flying mounts. That totally kills immersion when you can fly over everything dangerous. I'd much prefer to have vehicles when they serve a purpose.

    Now What I'd like to see however is jumping Yes I admit I'm expecting this to be almost the same as DDO except with 4th edition rules but jumping adds a totally new element to dungeon design.

    Yeah, the platformer element... Mario Bros?

    I'd rather not have people desigining jumping ability courses and consider that great workmanship.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited July 2011
    vanbacon wrote:
    Please god no flying or flying mounts. That totally kills immersion when you can fly over everything dangerous. I'd much prefer to have vehicles when they serve a purpose.

    Now What I'd like to see however is jumping Yes I admit I'm expecting this to be almost the same as DDO except with 4th edition rules but jumping adds a totally new element to dungeon design.
    Flying combat would be nice if (true) flying was to be implemented. About flying over dangerous things, why not? Less experience? (if modeules allow that) And not sure why it has anything to do with immersion. One of the advantages of true flying is precisely that (and faster travel times).
    SabreHawk wrote: »
    Mario Bros?
    Giana Sisters!!!
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited July 2011
    Wintersong wrote:
    Flying combat would be nice if (true) flying was to be implemented. About flying over dangerous things, why not? Less experience? (if modeules allow that) And not sure why it has anything to do with immersion. One of the advantages of true flying is precisely that (and faster travel times).

    ... As long as everyone and his brother doesn't get a personal pegasus, I'm good, hah.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited July 2011
    Aurilandur wrote: »
    ... As long as everyone and his brother doesn't get a personal pegasus, I'm good, hah.

    I want a fire breathing griffon! OOOH! better! A fire breathing undead astral demon griffon Ninja!

    But on the serious side - Mounted combat would be fun if well done. IF we get to assault Earth Motes, etc. then flying mounts would be fun. What I am not for is the purely fluff mounts.

    I do not want to see player A pull out mount, ride across the street to go into the tavern, ride mount into tavern until it goes away, leaves tavern, summons mount, rides down the short street to the temple, rides into the temple until mount unsummons, etc. And that be ALL mounts are for.

    Using mounts to travel long distances, mounted combat, etc. those make sense to have mounts, anything else is just lame.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited July 2011
    I'd love to see a way within the foundry to be able to set up random events within the user generated content that I make.
    I'd also like to be able set up variables and possible "if/then" logic for quests, the setting and items based on those variables.This would result in consequences within the world caused by the actions of the players. They've already mentioned branching dialog so I'm glad that's included.:)
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited July 2011
    I don't really see how you can have quests at all without tracking ints to control quest states?
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited July 2011
    Aurilandur wrote: »
    ... As long as everyone and his brother doesn't get a personal pegasus, I'm good, hah.

    naa i will have a personal silver dragon.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited July 2011
    I don't really see how you can have quests at all without tracking ints to control quest states?
    Why? Controls can be set up to handle all of the code behind for quest states. Much more simple and elegant.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited July 2011
    Then we are in agreement that the mount should be for long travel or posssble quest control when needed, ne?

    Plus flying combat such as dragon riders and or some other flying mount battle would be really cool (nice) to have. But again should be scaled correctly to fit the scope of the game and not just to be there to be there.
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited July 2011
    Got another idea:

    Neverwinter Times - a weekly newspaper inside the game, you can buy a copy for some gold and read about some RP events ;] Maybe with some comics in it... of course made by gnomes ;]
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