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#41 (permalink) | |
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Junior Member
Join Date: Apr 2008
Posts: 26
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#42 (permalink) | |
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Developer
Join Date: Apr 2008
Posts: 144
Rep Power: 8
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For me as a developer it's nice to drop in here now and then to read about features that not require a total re-design of the game to be implemented |
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#44 (permalink) | |
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Member
Join Date: Apr 2008
Posts: 391
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Quote:
Yes I understand, but I am pretty sure they would be able to pull off exotic weapon look with their art style.AoC has some pretty damn nice weapons, and they don't look out of place or just plain redicuolus. |
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#45 (permalink) | |
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Member
Join Date: Apr 2008
Location: Ohio
Age: 18
Posts: 294
Rep Power: 1
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Quote:
<3 <3
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Shawk
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#46 (permalink) | |
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Member
Join Date: Apr 2008
Location: Phoenix, AZ
Age: 21
Posts: 425
Rep Power: 1
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#47 (permalink) |
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Member
Join Date: Apr 2008
Location: Ohio
Age: 18
Posts: 294
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I don't know how developed the aim system will be, or how far it will be taken, but if something hits me in the leg, it shouldnt' hurt near as much as something in the eye.
Weakspots/armored spots to focus on during combat.
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Shawk
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#48 (permalink) |
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Junior Member
Join Date: Apr 2008
Posts: 34
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Since this is easily exploited, I suggest a "contract" system be in place instead. As I mentioned in another topic, this is not easily exploited and it benefits both parties. Instead of going the route of killing in the bounty system, instead go the more approachable route of protecting, on say a certain quest or traveling between towns. It could easily be done and you could avoid having a bounty hunter skill tree (for it simply being exploitable, wouldn't want everyone being bounty hunters).
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#49 (permalink) |
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Newbie
Join Date: Apr 2008
Location: Budapest, Hungary
Posts: 8
Rep Power: 0
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Heavy armour clinking sound while moving. Make characters wearing ringmail, scale mail or plate mail armours audible to anyone in their vicinity when they're moving... nobody should be able to sneak up inaudibly on a leather or cloth wearer while wearing several pounds of metal.
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#50 (permalink) | |
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Junior Member
Join Date: Apr 2008
Posts: 34
Rep Power: 0
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#51 (permalink) |
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Member
Join Date: Apr 2008
Location: Duluth, MN
Age: 23
Posts: 100
Rep Power: 1
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This is more of a general thing for the devs to consider than an addition to the game itself.
Keep the forums the way they are now. I've been reading through them for the past few hours and there are very few if any "l2pnublolzroxorzboxorz!!!1!111!!" type of posts and it would be nice to see it stay that way. Most official mmo forums end up becoming a cesspool of idiotic epeen flexing to some extent or another. The sad part about that is that it's not because the actual player community degenerates. It's because of lack of moderation by the company that runs the game. The usual excuse is that it would cost too much to hire people to police the forums 24-7. Quite frankly, that's a bunch of BS. All it takes is a few people who ban/delete the posts of trolls/flamers. You don't even need to pay them. Look at most unofficial mmo forums. None of the mods on those forums are paid and yet the community stays friendly and helpful because the members think before they post. Even if you did pay the mods you would see an increase in subscriptions. I don't know about others but before I start playing an mmo I check out the official forums because that tends to represent the game. If you think about it from a marketing stand point, which store would you rather go to: Store A: All the other shoppers harass and ridicule you and the employees can't be bothered to answer your questions. or Store B: The other shoppers keep to themselves and seem happy with the place and the employees are nice and helpful. I know where I would rather spend my money. |
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#53 (permalink) |
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Newbie
Join Date: Apr 2008
Posts: 29
Rep Power: 1
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An extension on Nox Vortem's idea: When a weapon hits something it should not pass all the way through the object (unless the object is also severed). It drives me crazy when I swing my sword at a guy and the blade goes through him and also hits the guy next to him (aka Savage/Savage2). For hitting people it would be nice if the weapon would only go so far into the body like 1 or 2 inches for example.
Item Storage in backpacks: It would look much better if long items like swords and polaxes for examples would not fit in backpacks but actually be strapped to the players back or sides. Walking effects: different footstep sounds based on the type of the ground you are walking on. Taking damage from falling I don't know how many people have played Crysis, but they had a small feature that really helped immersion: when you approached a wall the character would lift his gun up so that it did not clip into the wall. Recognizable constellations Tracks staying on the ground for a reasonable amount of time, tracking then becomes following the markings on the ground rather than following an arrow. (This one might be really hard)
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- Vae Victis |
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#54 (permalink) | |
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Junior Member
Join Date: Apr 2008
Posts: 30
Rep Power: 1
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Quote:
My thanks to everyone who's been contributing, I added twenty new ideas alone in the last day. Well done, it's looking very good so far. Keep up the good work |
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#55 (permalink) |
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Junior Member
Join Date: Apr 2008
Posts: 40
Rep Power: 1
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To add a few comments:
Well I'll try to keep these 'little' things unfortunately as I see throughout this thread, most of these are not 'little' things, they are MAJOR additions to the game but hey ideas NEVER hurt! (sorry devs you have some very ambitious fans!) Interaction is what I think the next step of MMOs need. As some have mentioned more Player-Creature interactions, such as different knock backs or VISUALLY seeing a parry instead of just *Your attack was blocked!*. I'd love to see an MMO where my weapon does not simply go through my target. Not only creature interaction but Character-Character Interaction, such as group emotes or envirnonmental interactions, such /sit becomes /lean against tree when next to a tree or /sit .. /sit in chair. /sit on rock. To actually SEE a bag on you representing your inventory is a very nice addition. One thing I'll hand to D&D online was the traveling bags and pots you physicallysaw on your char, nice little immersive touch. Summary: Monster-Weapon interactions Character-Character: emotes Character-Environment: Emotes Visual representation of Inventory on chars.
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Our prayers have been answered... Last edited by ArmorSword : 19th April 2008 at 08:19. |
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#56 (permalink) | ||
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Junior Member
Join Date: Apr 2008
Posts: 245
Rep Power: 1
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Quote:
If I have a bag, I shouldn't be able to put something BIGGER than my bag in it, If I loot a guy's corpse and get all his armor, I would actually have to carry the majority of it WITHOUT the aid of my bag. Then, if I were ever brought in to combat, I would have to drop the armor I'm carrying in order to defend myself. Also, as for PvE encounters: if you made it so that every fight took some amount of skill, but the occurrences of PvE fights were drastically reduced, it would add to the sense of immersion. I've never in my life seen so many wild animals as I have in WoW, or any other MMO/RPG, really. And because this is touted as being a skill-based game, both for the player and character, PvP (sparring) could actually be the best way to raise skills, though I'd love more specifics on the combat system to see if this is even feasible. EDIT: Another idea I really like, once again to add to the immersion, is if looting someone took time. You right click on your unfortunate victim, tell your character to loot his armor, and your character must take the time to unfasten the armor from your victim's body before you can take it off of him. It'd make people a lot more weary of what they take if the armor you lotted took time to loot, slowed your movement, and had to be dropped before a fight. Stealing it back -- or keeping it stolen -- would be just as much a part of a PvP experience as the actual killing was.
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Quote:
Last edited by F0rd : 19th April 2008 at 17:46. |
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#57 (permalink) |
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Junior Member
Join Date: Apr 2008
Posts: 26
Rep Power: 1
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You shouldn't be able to wear armour if it doesn't fit you. If you do you are penalized somehow. Same goes for weapons, seeing some Halfling running around with an ogre's double-handed-axe doesn't quite seem right. Maybe you have to take it to a crafter to get the weapon/armour adjusted for yourself to use or maybe you just have to sell it beacuse it's pointless and not worth the time and effort for that. This would be doubly so for "unique/legendary" items. That shield crafted from a dragons scales is all well and good, but if it was originally made for an orc and you are Halfling you might not even be ale to look over the top of it.
It could maybe even lessen the amount of looting of dead players as the time taken for changing/finding a buyer for the item isn't worth the hassle for basic items (obviously would be for more unique items), but it's still worth looting, rings, gold purse, daggers, bows etc. The easy currency. |
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#58 (permalink) |
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Member
Join Date: Apr 2008
Location: Omnipresent
Posts: 1,504
Rep Power: 4
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Wow I think you covered almost everything I was thinking about especially weather effects with torches and arrows. Climbing trees would be awesome make a little rope ladder you can throw down and stand on it while shooting people or making the road a toll road. Knockback from a mace especially or arrows and concocting poisons would be cool for assassins. Lord Str1ker's idea of mount size and density would be absolutely amazing if they could put that in.
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#59 (permalink) |
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Junior Member
Join Date: Apr 2008
Posts: 44
Rep Power: 1
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16. A wide variety of pets with specialized abilities. For example, a falcon or hawk could scout an area and, if you were able to communicate with beasts, convey information about the surroundings to you.
I think this is a great idea. You could send your Falcon ahead to scout possible dangers, but it gets tired after something like 1 minute and returns, then it needs something like 30 minutes to get it's stamina back. This would mean you couldn't send your Falcon ahead all the time, you would have to use it more strategically. Also you could train a skill to improve the Falcon's stamina and/or recovery time. I'm not sure how difficult this idea would be to implement but it's a great idea in my opinion. |
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#60 (permalink) |
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Newbie
Join Date: Apr 2008
Location: Budapest, Hungary
Posts: 8
Rep Power: 0
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Multiple celestial bodies on the skyscape. Now that we know day/night cycle is in, please make the world of MO have more than one sun/moon, it would be so awesome to gaze up at the morning/evening sky before heading out into the wild and see something you never get to see on Earth.
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#61 (permalink) |
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Junior Member
Join Date: Apr 2008
Posts: 30
Rep Power: 1
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Updated.
Good lord some of you people are up early (I hope it's just because you're in other countries haha). Anyway, I may have missed one here or there. When I get back later today I'll do a full check of all previous posts. Keep em coming |
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#63 (permalink) |
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Junior Member
Join Date: Apr 2008
Posts: 84
Rep Power: 1
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Didn't read every post so I hope I'm not repeating.
If you shoot arrows at a critter you should be able to recover some of your arrows when you loot it's body. Have different colors of text to represent different emotional tones of speach. This is assuming there isn't an in-game voice chat feature. So, for example, red text could indicate an angry tone, maybe blue for cold and distant, greenish for sarcasm, stuff like that. And then if you speak to certain NPCs in an angry (red) tone they might get upset with you or even attack you. |
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#64 (permalink) |
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Member
Join Date: Apr 2008
Location: Canada
Posts: 130
Rep Power: 1
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Has anyone mentioned the effect and animation for consuming food/ drink/ potions?
My opinion is that you can't eat/ drink and fight at the same time, well maybe you can try to. But if someone see you are about to put something into your mouth, they can deliver a well aimed shot/ blow to your arm, you should lose whatever you are about to consuming. I haven't put much thoughts into this, but I hope something to be done to stop the Potion Spammers during the fight.
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#65 (permalink) |
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Newbie
Join Date: Apr 2008
Posts: 1
Rep Power: 0
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Here is something I would like to see in this game (sorry if my english sucks). They (the Devs) talked about guild who could build forteress and that looks nice but, what I would like to see is rank...I explain. I don't mean rank like in WoW but like military rank the guild leader could give to a member who did something great for the guild or a rank that could be attained by doing some sort of things.
I hope I'm clear I know it's not something though to add but I think that if you lead a nation, a country or a religion this could add some realism to the game adn it could also differ depending of what you are leading you know for exemple if it's a religion well you will propably have to name something like a pope who will lead you religion the way you want ect. |
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#66 (permalink) |
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Member
Join Date: Apr 2008
Location: Canada
Posts: 130
Rep Power: 1
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A hunter's ideas:
First off, I have always asked why can't you ride whatever you tamed/ summoned? This is so irritating to see your pet running along side, he's bigger than your mount and you CAN'T RIDE HIM! SO please make it so that hunter/ ranger/ summoner whatever... can ride their pet. Secondly, I want to see some sort of craftable camouflage clothings in the game because that's what hunting about: Remain unseen until you get the shot. Thirdly, I beg the developing team to allow players to climb tree and scale wall. These changes will make the hunter class really what they are and not just another archer/ summoner.
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