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Old 29th April 2008, 06:28   #81 (permalink)
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How about real physical projectiles? Meaning the arrows that get lodged in your shield stay there, MnB style. At least until you die.
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Old 30th April 2008, 22:37   #82 (permalink)
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I've liked the last few. Despite not a ton of details, they add some aspects that I would rather like to see.
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Old 1st May 2008, 19:15   #83 (permalink)
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something small I'd like to see:

paper.

blank paper.

it's a simple item, commonly used for writing and drawing. it is a very useful item IMO, which for some weird reason games tend to disregard.

i would like to have paper for writing on it in the game, being able to give it to others, put it on billboards and signposts, and who knows, maybe even drawing.
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Old 1st May 2008, 20:06   #84 (permalink)
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Quote:
Originally Posted by Traceur View Post
something small I'd like to see:

paper.

blank paper.

it's a simple item, commonly used for writing and drawing. it is a very useful item IMO, which for some weird reason games tend to disregard.

i would like to have paper for writing on it in the game, being able to give it to others, put it on billboards and signposts, and who knows, maybe even drawing.
The equivalent of Eve's notepad, but with feather pen and paper you have to buy, and may sell.

Seconded

Maybe books too, that you can sell/give to other players? Would be awesome.
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Old 1st May 2008, 22:57   #85 (permalink)
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Ambient sounds that are not just a repeating soundtrack to provide a more immersive experience. Only needs to be for the big things though, like water rushing near a river, or the ring of axes as you approach an operating mine.
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Old 2nd May 2008, 02:42   #86 (permalink)
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in WoW when u called the animal back it would just be facing the opposite direction and then automaticaly be facing u and be running back without even turning around. i think it would be cool if the animal had to actualy turn and then run back to u. and also when the animal got stuck in WoW it just automaticaly appeared next to u. you should have to find him and get him out.

also i really enjoyed this thread it was a lot of fun reading about it and it had some interesting ideas taht i thought that would be awesome in a game

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Old 2nd May 2008, 02:53   #87 (permalink)
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1 more thing... Tree Houses. or like houses on the side of mountains or up the cliff a little so its not so vulnerable or maybe houses out in the middle of the lake on wooden polls elevated above the water or have something like a boat house. this is probably a big change but it would be cool to see

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Old 7th May 2008, 02:59   #88 (permalink)
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I'd love to see dyeable clothes and armor.
more then one set of certain armor (5-6 diffent plate, leather so on) even though the stats are the same.
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Old 7th May 2008, 21:45   #89 (permalink)
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Thumbs up Visible. Damage.

Simple request, you would think. If Im going to, for the first beginning steps of my grand adventure, wear and/or use shoddy, beat up equipment, then by all means, I think it should look and act it. I know that it wont matter much later, really, but some cosmetic changes to damaged or otherwise shoddy or overused items would be an awesome touch. something very lacking in many games I see...Seriously, who doesn't want to see that haft break as that awesome guy with the halberd gets cut up by that crazy swordsman?...
If its broken, I want a friggin 90 degree angle on the blade..or a chunk ripped out..
could apply to heavily near death character models too.
lemme see how busted up Im getting as you all run me amuck in PvP...
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Old 11th May 2008, 02:56   #90 (permalink)
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Quote:
Flammable Liquids
Add a flammable liquid that can be thrown on buildings or spread around for a period of time. When spreading liquid around it could automatically ignite after a certain period of time and archers within a certain radius could use the fire to ignite their arrows.(Bonus damage against cloth?)It could also be spread in a line and archers behind that line would be able to automatically or manually ignite their arrows, maybe use a toggle.

Quote:
Guild "Capitals"
Allow guilds to establish a headquarters, could be as simple as a house or as much as a palace in a city. Guild HQ would open up the ability to trade materials with other guilds as well as giving guild members a spawn point. Guild leaders could hire NPC mercenary "blocks" to protect the guild HQ at all times which could have varying strength/numbers depending on how many guild members are online. The guild should also be able to have a warehouse or bank of somesort.

Quote:
Caravans
Since guilds would be able to trade with one another, they should be able to via caravans. These caravans must be protected and moved by guild members and depending on the distance between the two Guild HQ's a bonus would be given, separate from whatever the two guilds agree upon before hand. The bonus could be as simple as gold given to the defenders, if the two Guild HQ's are too close, the bonus will not be given. They would really only be necessary for later in the game to carry a surplus amount of materials or money. Caravan would also require a guild member to pull it, making him unable to attack unless he stops pulling it which means that these would ofcourse be attackable by enemy players or organized "bandit" guilds and since the caravan would presumably have a huge amount of something, one person shouldn't be able to take it all straight from the caravan, he could pull it to a safe spot and hide it though.

Quote:
Mercenary Guilds
Allow guilds to hire themselves out as mercenaries for guilds looking for defenders. Deals would be made with Guild Leaders or set members, materials would be taken out of the paying guilds bank. Payment happens when the mercs are within a certain radius of where they must be. If the payment is gold(any stackable material really), the total amount could trickle into the merc guilds bank ensuring they stay where they are told.

Quote:
Diplomats
Allow certain players to learn another races language and be set as a guild diplomat. Killing guild diplomats would net a penalty for the killer if the killer's guild had not declared the opposing guild a enemy. There could be a signal given to all diplomat guild members "XX of XX guild has killed XX(your diplomat)"

Everyone shouldn't be a "diplomat" and it should be a set "subclass". (along with miners, blacksmiths, alchemists, etc) That's not to say regular players shouldn't be able to learn another race's language but diplomats would receive bonuses(quicker recognition of new languages) and perhaps discounts to potential language books(should be extremely expensive).

Speaking in another race's language could be as simple as changing a chat tab or typing a prefix "%Swedish Hi" and seeing Name(Language) says "Hello farmer". Foreign languages could also be variations of the clients native language ie dumbass = ssabmud or sdsuamb(last letter then first, 2nd then 2nd last and so on) only being seen as what they truly are as a diplomat.

Quote:
Instruments(Lutes, Harps, etc)
Playable instruments that consist of pressing certain keys in a pattern. Players could buy sheets of music so they know specific songs or create their own song and sheet. While playing, players could get paid if listeners thought they were deserving.

Quote:
Community Interaction(Little thing I'd like to see)
Don't be like Darkfall and leave the community in the dark for months on end just to come back with the equivalent of a single burnt Mcdonald's french fry and say "That good enough?" and not say a word for another 3 months. Not saying you guys did that, since you've been pretty good to us thus far.(Better than any other major developer, for that matter.)

Quote:
Couple things that should go without say...
No RvR PvP system, no being able to see your enemy's level/stats/debuffs/buffs/etc through ANY means, no mini-game battlegrounds that you teleport to. L2 style arena/coliseum > WoW retardo battlegrounds.

That's all I have right now. Looking forward to MO.


Edit:

Here are a couple smaller things.

Quote:
Shoulder Capes/Half Capes
Maybe just allow players to sling their cape over one shoulder instead of making another type of cape.

Quote:
Unique Appearance
Something akin to Oblivion with tons of customization options. Allow fat builds but at the cost of dexterity since they would make better meat shields.

Quote:
Player created signs
It would be nice for guild leaders to put up "rules" or anything via papers throughout a owned city. Somewhat like a MOTD but visible to everyone.

Quote:
Indepth guild options
Unlimited amount of members. Allow guilds to have "vassal" guilds which could tie into caravans mentioned above. Guild leaders should be able to change guild name and step down as leader. Leaders should also be able to choose their title ie Emperor, King, Duke, etc. This could be reflected on pin-ups throughout a guild owned city; "These are the rules of (city name)..." -Emperor xx (of xx). Should also be able to name a city.

-User created guild emblems-

I'm sure this is possible since it was done in Lineage 2 which uses the UT2.0 engine. Hopefully these emblems would be visible on banners throughout a city that a guild owns or hung on the side of a house that is set as a guild HQ.

Quote:
Indepth armors
Heavy armor should effect movement speed and/or stamina. It should also give off noise when moving.

Quote:
Coastal Cities
Would be nice to see a city reminiscent of Constantinople in MO.

Quote:
Enhanced Combat System
Let's say mouse1 is attack, it'd be nice to hold down mouse2(could be a toggle too) and strictly swing with wasd(not move around at all or minimum movement). So let's say you aim left of the enemy's feet with a spear, holding mouse2 and hitting d could sweep the enemy of their feet if timed properly. This would only be useful for melee classes duking it out.

Last edited by ptr : 14th May 2008 at 08:06.
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Old 12th May 2008, 14:13   #91 (permalink)
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Bugs. For example, you are in the marsh or other wet place, and lots of bugs flying arround your head.
Also a harvest system, which depends on the summer, winter cycles. For example, if you want to seed (I think thats the valid word) some crops and if you seed them in the deep winter, they will nor grow.
Srry for my bad English
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Old 12th May 2008, 16:25   #92 (permalink)
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Quote:
Stances
Simple left foot forward, right foot back and vice versa stances would be nice.

Quote:
Health for each limb
Not sure if this is even possible but could add more depth to combat.
100% damage to head - death.
100% to torso - death.
100% to arm - player drops weapon or switches it to other arm.
100% to leg - decreased movement speed/unable to jump.
Also, a limb at 100% would cause the other areas to decrease more than usual with each hit. Armor would play a role in this as well.

Quote:
Buff radius
Instead of forcing buffers to buff people individually, they should be able to buff all guild and party members at once. Non-guild/party members could be buffed by targeting them. Group heals should be relatively weak if included.

Quote:
Unlimited amount of buffs
No set number of buffs/debuffs but certain buffs/debuffs shouldn't stack. (entangle and slow)

Quote:
Player made tattoos
Along with the idea of including tattoos earlier, players should be able to create custom tattoos of their own or have a "professional tattoo artist" do it. Ofcourse the player would be able to confirm if they wanted the tattoo once the artist finishes. Cost could be either a set fee or a set amount over time.

-Face Paint-
Ties in with tattoos. Face paint should be customizable too.

Last edited by ptr : 14th May 2008 at 08:06.
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Old 13th May 2008, 01:26   #93 (permalink)
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- Customisable GUI. I hate having to be restricted in to what some playtester / designer thinks best;
- No 'banking' system. I hate it how items mysteriously appear thousands of kilometers away. If ppl want to move stuff, let them arrange transport;
- Single, or extremely limmited ammount of servers. 'winning' in a sandbox game means nothing if people just go and play in another sandbox.
- Player driven economy, aim to make everything that you need craftable by players;
- Diplomacy options for Guilds (declarations of war, alliances, non-aggression, tribute );
- Allow casual / new players to be usefull from day 1, even in fights with players that have been playing for years. Wether it's a Navy Seal with a sniper rifle or a Korean highschool-student wielding a pistol, you still gonna die when shot good.
- Range of inner-Guild options, like: last date/time online of member, location, class, level, Guild Roles granted (like who can build / expand guild-buildings, managing guild-funds, etc).
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Old 13th May 2008, 05:36   #94 (permalink)
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I'd like to see the ability to create camps, with stones to sit on, a campfire that one can make food over, and perhaps a tent to hide from the rain.

I'd also like to see well made character animations (running, walking, jumping). We're all experts in how humans move, if it feels wrong, we'll notice right away.
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Old 14th May 2008, 08:00   #95 (permalink)
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Quote:
Combat System
Instead of my previous idea, Q and E should be left/right attacks that have varying functions depending on your weapon, sweep attacks would be exclusive for the polearm/spear users with mouse1 being the typical thrust attack. I'd also like to see slower player movement speeds(or atleast while in combat) so people aren't holding down a or d to strafe around like a jackass while swinging a sword like a propeller. Double tapping a or d should be a dodge like in UT3 but with motion blur and should cost a decent amount of stamina so it can't be abused.

Quote:
Physic based arrows
Not to the point of completely gimping bow users but a slight hilt should be given to shots once they reach a certain range instead of having the old "disappear in thin air arrows". Could be based on the player's strength or another stat.

Quote:
No floating sheathed weapons
Ties in with 33. I'd like to actually see the sling holding a bow on a persons back instead of it being stuck to his/her spine.

Last edited by ptr : 14th May 2008 at 18:48.
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Old 15th May 2008, 02:22   #96 (permalink)
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All good ideas, apsolutely a bugger to implant into a MMORPG..
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Old 15th May 2008, 04:32   #97 (permalink)
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Quote:
Originally Posted by Lina View Post
Possibility to put a long coat on top of my other gear i wear. So when people see me they can not identify what class i am or how cool gear i have.
I LOVE this idea! I want to disguise myself like this I think it would be so cool to go into a tavern or something like in the matrix. Just be like oh ya I'm normal...NOT RAAAR *battle scene*.
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Old 17th May 2008, 23:39   #98 (permalink)
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Herbalism:
-Herbs should grow in the wild, or be cultivated at a players house (if they have the knowledge).

-If a player is wounded they could just use easily found herbs to heal themselves. Herbs with relatively low healing factor can easily be used by all players, but others with more knowledge can use more potent herbs.

-Let different kinds have different effects. A PC could get a boost in strength with one herbal mix, and be able to take more damage with another. For the former example the game could describe the effect as "a feeling of euphoria and bloodthirst", and the latter with "prevents massive bleeding" (the chracter would bleed less, making cuts less effective).

-Effect depending on race. One herb would heal an orc better than a human, while another would almost completely heal a human and do barely anything for an orc.

Mounts:
-Earlier in the thread people mentioned that not every item should fit in a player's pocket/backpack/whatever. Why not let your mount carry it?

-The mount in the teaser looked like it could defend itself with those horns. Pretty useful for when the player is exploring a place where the mount can't come.

-Make it possible to name them.
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Old 21st May 2008, 20:57   #99 (permalink)
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mount breeding as a craft.
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Old 21st May 2008, 21:19   #100 (permalink)
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Quote:
Originally Posted by rick View Post
mount breeding as a craft.
Seconded! Genius.

Although it might be weird if the animals grow too fast.
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Old 21st May 2008, 21:29   #101 (permalink)
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so you want your mounts to be able to. Do the Do just so you can have a baBY horse?...sounds to much of work
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Old 21st May 2008, 21:52   #102 (permalink)
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Originally Posted by goodhades94 View Post
so you want your mounts to be able to. Do the Do just so you can have a baBY horse?...sounds to much of work
It would be more about mixing gene pools to get animals with interesting characteristics (fast or resistant or brutal, etc...) and selling them to players.
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Old 22nd May 2008, 02:24   #103 (permalink)
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Quote:
Originally Posted by admiralnlson View Post
It would be more about mixing gene pools to get animals with interesting characteristics (fast or resistant or brutal, etc...) and selling them to players.
If mounts had limited stats, and two war-horses were bred together, why wouldn't the offspring have a natural inclination towards being a sturdy horse? Then, training the mount as it grows could also "level" it to an extent, and you could take advantage of its natural disposition towards bearing heavy burdens and maximize it with training as it grows.

Having dynamic mounts instead of static animals that may as well be cars, for all the growth they experience, would also be a nice feature. Something as simple as riding longer leading to eventual movement speed increases could be implemented without too much hassle (I think), and would give players incentives to keep mounts alive longer. If my mount that I've ridden for a day dies, I won't care as much as if my mount of months were to be stolen away from me, after I had progressed it to a much greater speed than an original mount. The things that makes a game great go beyond gameplay, graphics, or lore, but how attached you are to the things on your screen. In single-player games, attachment occurs through progression of a story, but in a game where you can't have an in-depth story, the little things that sometimes seem insignificant can have the greatest impact.
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you know, we need a good story tool...

So I'm offering myself:
hate my guts? I'm your villain
fought along side? I'm on your team
traded with you? I'm the shady character in your plot line
taught you all you had to know? I'm your guide

to anyone who's game time & place will cross with mine
just like you all offer yourself as players, if you like it or not....
we will all be each other's characters, each in our own story,
and part of the overarching plot line which we'll create
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Old 23rd May 2008, 05:35   #104 (permalink)
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1. When you kill someone you can take there head and keep it for a trophy.
2. No giant unrealistic weapons made out of purple crystals, a greatsword weighed about 6-10lb not 30-60lb most game have giant weapons that no 1 would ever be able to use.
3. You cant swim a river in full plate.
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Old 29th May 2008, 20:49   #105 (permalink)
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A UO style vendor system
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