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Ideas for The Next Meeting

Unstructured ideas, requests and suggestions for the development of the game.
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Sarumar
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Re: Ideas for The Meeting... (Sunday, the 24th)

Post by Sarumar »

ScorpionZ wrote:An option to impliment as opposed to creating a whole slew of lvl 1 thru 10 quest could be to impliment invisible barriers.

The same barriers that are used to prevent the hero from entering a cave before a part of the quest is complete could prevent a young player from crossing a threshold prior to meeting an experience minimum.

Obviously this won't prevent a weak player from quickly getting killed, but it will prevent a level 5 hero from even getting past the guard to try and enter the Fallhaven prison (for example).

Examples of barriers could follow lines similar to update releases.
Im agains, I just hate games where " please come back when you are lvl xx, etc"
Sarumar
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Treadmore
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Re: Ideas for The Meeting... (Sunday, the 24th)

Post by Treadmore »

DarkSavant13 wrote:
Treadmore wrote:So far I haven't restarted a character or gone back to a very early save from 6.10 but through all the levels I have found things can turn into too much of a slog.

With the latest release, for example, with the plaguecrawler things the fight just takes forever as I then the mob take turns in missing each other! And the slog feeling is reinforced by the need to grind for experience points to level up and acquire new skills (every 4 levels - feels too long to me).

Whilst in development this is ok but your meeting could discuss how the final product should balance the slog/grind versus instant reward/kill.


I want a slog! :D Is it furry or scaly? Oooooo! What color are they? Can they be trained? Are they smart like a parrot or cuddly like a koala? :D
They're invisible (obviously) and their texture depends upon your emotional state ;)
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nyktos
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Re: Ideas for The Meeting... (Sunday, the 24th)

Post by nyktos »

This is where we are right now, any last minute requests?

:D


Forum Feedback (so far):

Code: Select all

- L & E Toast
- Add to the Death Sequence (see page 5)
- Add option to disable "Tap Controls" when D-Pad is used
- Displaying magnitude & rounds left on Actor Condition Icons (still brainstorming on implementation)
- Pickpocket Skill
- 
- 
Pending or Denied Issues:

Code: Select all

- Closing Areas based on Level - Denied, going for an "open world" feel...
- Music / Sound
- Less XP Loss
- 
- 
"Embrace the Shadow"

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[Lv: 60] [HP: 175] [AC: 361] [AD: 25-39] [BC: 75]
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Antison
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Re: Ideas for The Meeting... (Sunday, the 24th)

Post by Antison »

See my "boat" idea in the "swimming & climbing" thread.
"A home without a beagle is just a house"
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Re: Ideas for The Meeting... (Sunday, the 24th)

Post by Xero »

If that's how it works, how about new game +?
Restarts a completed game using same character and items.
Game increases in difficulty, quests are replayable, and exp/gold drop increase
Sarumar
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Re: Ideas for The Meeting... (Sunday, the 24th)

Post by Sarumar »

tek wrote:See my "boat" idea in the "swimming & climbing" thread.
+1 see it and love it
Sarumar
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duallifes
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Re: Ideas for The Meeting... (Sunday, the 24th)

Post by duallifes »

I guess nobody noticed my the message I left in haste... dont recall where it was. Oh well, it was pretty simple:

Concerning grinding legendary etc items, and about message popups.
Instead, why cant we have colored text IF we get something else than normal items.
Examples:

You picked up 3 items. (just normal items)
You picked up 1 item. (One rare item)
You picked up 4 items. (One legendary item and 3 normal items, only the best is shown as color.)

Would make it less likely to miss if you get something nice, but would not annoy those with loads of rare and legendary items :)
"Sleeping by the side of night, holding your hands tight, dreamind of a dream made me so blind. You are just an illusion, you cant be real. Still I gave my heart for you to steal."
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Re: Ideas for The Meeting... (July 8th)

Post by Xero »

duallifes wrote:I guess nobody noticed my the message I left in haste... dont recall where it was. Oh well, it was pretty simple:

Concerning grinding legendary etc items, and about message popups.
Instead, why cant we have colored text IF we get something else than normal items.
Examples:

You picked up 3 items. (just normal items)
You picked up 1 item. (One rare item)
You picked up 4 items. (One legendary item and 3 normal items, only the best is shown as color.)

Would make it less likely to miss if you get something nice, but would not annoy those with loads of rare and legendary items :)
That's actually a good idea. It makes grinding less painful.
+1
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nyktos
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Re: Ideas for The Meeting... (July 8th)

Post by nyktos »

i didn't post it here,
but i did bring it up in the meeting!

:D

just listed off all the possible ways to display rare drops...
(reminded me of other games)
"Embrace the Shadow"

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[Lv: 60] [HP: 175] [AC: 361] [AD: 25-39] [BC: 75]
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Sarumar
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Re: Ideas for The Meeting... (July 8th)

Post by Sarumar »

duallifes wrote:I guess nobody noticed my the message I left in haste... dont recall where it was. Oh well, it was pretty simple:
Concerning grinding legendary etc items, and about message popups.
Instead, why cant we have colored text IF we get something else than normal items.
Examples:
You picked up 3 items. (just normal items)
You picked up 1 item. (One rare item)
You picked up 4 items. (One legendary item and 3 normal items, only the best is shown as color.)
Would make it less likely to miss if you get something nice, but would not annoy those with loads of rare and legendary items :)
Nice idea, but I still like to see pop ups when i got extraordinary or legendary item. Becauce I do not like to choose see any normal drops for every battle...
Sarumar
..dansing left foot polka with Hirathil

Lvl 313|XP 559721474|Gold 7965188|AP 3/12|AC 516|AD 161-175|ECC 48|CM 6|BC 311|HP 591|DR 2|RoLS 3|RoL 2|ElyR 2|ChaR 45|GoLF 3|ShaF 9|SRoV 28|VSH 13|GoW 1|WMC 1
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