About shrines and altars
Well said darklord!
On topic: I think shrines have perhaps been overdone (not taking away from the suggestions thus far). I suggest that instead of shrines there are random NPCs such as, and have random levels of each: Reward: Duration 60 seconds An old Marauder sitting sharpening a weapon: Possible good side effects: + % Physical damage + % Extra damage for the weapon he carries + % Physical damage resistance (Rare NPC) + 2 to all Strength aligned skills Possible bad side effects: -2 to all intelligence/dexterity skills Marauder goes crazy and attacks you A Sorcerer reading a book with a (fireball, lightning bolt, ice bolt or potion in/floating above his hand) Possible good side effects: + % Spell damage for 60 seconds + % extra damage for the element he is using + % resistance for the element he is using (Rare NPC) +2 to all Intelligence aligned skills Possible bad side effects: -2 to all strength/dexterity skills Sorcerer goes crazy and attacks you A ranger that is fletching arrows/ stringing a bow Possible good side effects: + % Physical damage + % Extra damage for bows + % Evasion rating (Rare NPC) + 2 to all Dexterity aligned skills Possible bad side effects: -2 to all intelligence/strength skills Ranger goes crazy and attacks you Two duellists sparring (one duel wielding, one sword and boarding) Possible good side effects: + % Physical damage + % Extra damage for the weapon he carries + % Armour class if you talk to the one with the shield + % Attack speed if you talk to the one duel wielding (Rare NPC) + 1 to all Strength/dexterity aligned skills Possible bad side effects: -3 to all intelligence aligned skills Duellists go crazy and attack you Pilgrims praying at a shrine Possible good side effects: + % Holy/light damage (is that in game?) Increase maximum health/mana by 15% Increase walk/run speed by % (Rare NPC) + 1 to all Strength/intelligence skills Possible bad side effects: -3 to all dexterity aligned skills Pilgrims go crazy and attack you A conjurer summoning minions Possible good side effects: + % Minion damage + % Fire/lightning/ice damage to minions + % health regeneration for minions + % Throwing weapon speed (Rare NPC) + 1 to Dexterity/Intelligence skills Possible bad side effects: -3 to all Strength aligned skills Conjurer attacks you with his minions, he also takes control of your minions and they attack you NPC Levels As stated above the NPCs will have random levels assigned to them, obviously with the higher levels offering greater reward but with greater risk. I would propose 4 levels of NPC Level 1 100% Chance of getting one good side effect 50% Chance of getting a second good side effect 25% chance of getting one bad side effect 10% chance of getting a second bad side effect Level 2 100% Chance of getting one good side effect 100% Chance of getting a second good side effect 33% Chance of getting a third good side effect 30% chance of getting one bad side effect 18% chance of getting a second bad side effect Level 3 100% Chance of getting one good side effect 100% Chance of getting a second good side effect 66% Chance of getting a third good side effect 10% Chance of getting the rare side effect 50% chance of getting one bad side effect 25% chance of getting a second bad side effect Level 4 100% Chance of getting one good side effect 100% Chance of getting a second good side effect 90% Chance of getting a third good side effect 40% Chance of getting the rare side effect 100% chance of getting one bad side effect 40% chance of getting a second bad side effect Sorry about the massive post guys, perhaps I should give this its own topic but it seems to fit here. RIP Bolto
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that's interesting
let me ask something: if these NPCs attacks you, you can defend yourself, right? And if you kill NPC, other players can't "use" them. Well, of course these NPCs can be like an "illusion", they respawn quickly after death, but... i don't know if GGG are actually interested in making such a addition anyway, cool idea (^_^) betabetabetabeta
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If they attack you they are hostile to everyone in the instance. Yes you can defend yourself and once the NPC is killed it can not be used again, but they may drop some cool loot.
I know that they may not plan to have a system like this implemented i'm just putting it out there :) RIP Bolto
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that's okey it's nice to read something new
but unfortunately i bet no ideas from this site are going to be used by GGG maybe Chris sometimes takes into consideration our opinions but certainly they have a lot of their own ideas and we have nothing to say bout it (^_^) betabetabetabeta
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That's about right Darklord. GGG has a solid direction for this game. However remember they still really value our input. Which is evident from there responses in the forums. Who knows maybe we'll find some player ideas in the game. If they're good enough.
Yes good sir, I enjoy slaying mythical creatures.
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I think something as big as this is a bit late to have any shot at appearing in the game. The kind of thing the devs seem to pay attention to are mostly small ideas about mechanics or gameplay.
That being said, I think that idea of "gods" as a kind of gameplay style alignment would be pretty interesting. Although it would be very difficult to balance, and some classes would naturally be much better of with some gods than others. IGN: SpudOfDoom | The Exiled - Path Of Exile's oldest clan
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" I came up with a crazy gameplay idea/change taking a shower few hours ago, the problem is it's crazy one and prolly few years too late for ggg to implement, but I'm not game dev after all so maybe I'm overcomplicating things in my mind. Might be silly but I can't stop thinking about it, and the more I think about it the more appealing it seems :F it's ain't about shrines, guess there's even no thread which covers similar proposals. | |
" Jepp thats the problem of closed development. But its understandable because its their game. We also can´t make 100%fitting suggestions becouse we don´t know the parameters, for example the Templar trailer recently showed us that Gods are in the game, the whole shrinesuggestion was just based on hoping that they have Gods. Without them it would have looked stupid to encounter a shrine. So it´s still a forumwaitinggame for me ^^ But on the other side, they are 12man, thats 5more than 7 , thats pretty decent for a indie. I know another forum where you can get banned for flaming suggestions, perhaps they should apply it here too :P @Covert: intressting concept, atleast it fits here better than the other one thematic. Npc-levels are predefined by map-generator ? So basically you will end up with spawning higher lvl npcs in higher lvl maps ? Another question would be "npc-shrines that matter" + It looks like if you are a Ranger and cross a conjourer, would you activate it ? https://www.youtube.com/watch?v=drDs-Y5DNH8
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@ness
So... share your idea with us :) (^_^) betabetabetabeta
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I was thinking, if devs want something innovative in their game what feature or change will be most wanted?
How it should look/feel like? It should be easy to explain and 'sell', without those 10 min 1423 words trailers. Easy for players to adjust/learn and most important giving more enjoyment. Something that when you think about it you can say to yourself, shit it's so obvious and in the same time it's so fresh. So what all the genre (h&s) have in common? In most fundamental way. I would say steering. To be more precise, executing your moves. As you walk/run you can't attack/cast and vice versa. For example player can't run in direction X and shoot/cast in direction Y. Or bash mobs while moving, can't trash few skulls of war meat as you rush for casters/ranged mobs behind. Some turnarounds can be done, like d2 barb whirlwind but it was too easy to make right, it wasn't absorbing - just few clicks to obliterate large group and it really sucked in most of pvp. And it was just one skill among maybe 10-12 active attack skills which barb had in possession. No other char has skill that allow that (pally charge could be included at last). How it could be implemented? Now in most games we have golden standard. LMB - move to the selected spot or if a 'clickable' thing is chosen, operate (attack/cast, talk, take item etc). RMB - use (active skill if clicked on map) or use item from inv/stash/belt. Pressing shift result in hold and doing those action to the selected spot (cast/attack in selected direction not directly on mob most of the times) It could be like this. LMB - everything standard so moving, attacking/go to and interact with clickable object. RMB - also the same. SHIFT - this should change - pressing shift + rmb/lmb = execute selected action (like cast spell) without stopping movement! In game it could look like this. I'm moving in direction X by clicking LMB, char is moving and while it's moving I'm clicking LMB/RMB holding shift and char is casting/attacking selected direction/point (lets assume on Y axis) Then without holding shift I'm clicking LMB - I'm moving on. Alternatively/In addition moving could be binded on WSAD like in fps. Then moving is on keyboard and selecting targets is on LMB/RMB + shift. It could be mixed anytime, only mouse + shift when there's not much going on, you don't have to click few times/second and WSAD for moving when you have too much clicking with mouse. I guess it would result in totally different game experience. Game will be faster paced, players will have much more control over what's going on, and more options to engage in fight, it could be pretty chaotic for beginners though. And PVP would melt my brain ;F So thats pros, cons are obviously. Much more animation to do. Completely redesigned game scheme, more fast or fast projectile monsters to avoid ppl backpedaling and outrunning them while dealing dmg. Less restricted space areas which are cheesy in current standard thx to blocking narrow spaces and exterminating mobs 1 vs 1, such stationary fights would turn out to be boring. Probably some tech issues would be obstacle, especially weapon range, how to show ppl whether the can attack and hit mob or make 'empty swing' cutting air (when the will move too far from a mob). If some isometric view h&s employed such feature, then sorry about all this fuss. Haven't played anything like that :P Last edited by ness#1383 on Jul 12, 2011, 5:26:21 PM
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