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Poster: JamesOfJames
Date Posted: 21 November 2010, 06:58am
Suggestion Box / Wish list
Before I even get into it, I know you already have plenty on your plate, Mutant - I'm just happy to have the game and already-planned development just makes it more interesting!  But I figured that it might be nice for players to have a place where they could throw out some ideas for stuff they'd like to see.

I have two:
    [li] First, I wonder if you could tweak jewel quests a bit?  They're an odd type of quest, since you never have to leave town to complete them.  Since I have a character carrying around a bunch of assorted jewels for some quick cash/XP from these quests, I'll often check quests, find that they want a jewel I have, and accept the quest.  Then I have to click back into town, click into an open shop, and click into sell, find the jewel, sell, click back to town, click to quest for my reward.  It seems like there might be some way to simplify this - perhaps when you return to the quest screen and it checks to see if you already have a quest from the screen, it could check if you had the jewel and ask if you'd like to turn it in? [/li]
    [li] Second, I really sometimes wish for a spell that would cut down on a group's flee chances and/or their avoiding behavior while in the dungeon map.  I'm not sure how the fleeing mechanic works, so I obviously have no idea how difficult this would be to implement. [/li] </ul>
     
    Poster: SJD
    Date Posted: 21 November 2010, 19:45pm
    Re: Suggestion Box / Wish list
    The most frustrating thing about fleeing is that at some stage the behaviour of spells was changed. Buffs no longer stay with you which means if you cast something on a party member that lasts fifteen rounds and then your opponent immediately flees, your spell is lost. Curiously curses and the like end up staying with you. The situation is compounded by the fact that buff spells are not castable outside of combat, thus you are unable to prepare for a fight. Ideally all spells would last their entire duration of combat rounds, or all spells would be dispelled at the end of combat. Having it as one rule for one type, and another for a different type is frustrating. As a slightly unrelated aside, I don't think creatures that are frozen or entangled should be able to flee. If a party flees, and a member is entangled or frozen, either the chance to flee for the whole party is massively reduced (they try to drag the character with them), or the stuck character is left behind to his/ her captors (every man for himself). Tis only fair ...
     
    Poster: Mutant
    Date Posted: 22 November 2010, 00:11am
    Re: Suggestion Box / Wish list
    Jewel quests probably need a rework or removal. They're not really meant to be a way you can cash in things you find from killing monsters for gold/xp.

    As for fleeing, there are a few issues... altho one thing to remember is that higher level monsters are less likely to flee.. so if they're fleeing, then maybe you're bottom feeding (which is the whole point of monsters fleeing in the first place).
     
    Poster: SJD
    Date Posted: 22 November 2010, 07:11am
    Re: Suggestion Box / Wish list
    Point taken about bottom feeding, but what does that leave me to do =\
     
    Poster: Mutant
    Date Posted: 22 November 2010, 07:21am
    Re: Suggestion Box / Wish list
    Take over as many towns as you can?

    The higher level stuff isn't really written yet (and probably won't be a for a while really)... I mean, we could come up with a list of even higher level monsters, and maybe create level 5 dungeons, but that would be a bit repetitive I think.
     
    Poster: SJD
    Date Posted: 22 November 2010, 07:51am
    Re: Suggestion Box / Wish list
    Yes, its true. I briefly tried taking over lots of towns - I think I had 15 - 20, so nearly 1/6th of all towns. In the end it was just too much administration and I would've ended up with a party of 28. I've lost count of the number of times I've had to kill one of my own Mayors to put them back in power - and the high level twin casters will do some serious damage to your party before you take them down. Holding a lot of towns indefinitely, or trying to, can actually be tremendously expensive. Greebs would just chuck in a Mayor, crank the tax to 100%, and collect $60k a day from a bunch of towns before they kicked him out. Depressingly, that seems like a better strategy.
     
    Poster: Mutant
    Date Posted: 22 November 2010, 07:59am
    Re: Suggestion Box / Wish list
    The issues around mayors being hostile should've been fixed in the last release. The next release (should be before xmas) will have greater penalties for vanquished mayors.
     
    Poster: SJD
    Date Posted: 22 November 2010, 08:55am
    Re: Suggestion Box / Wish list
    I don't know if there is currently enough benefit from holding towns given the amount of coddling they require - and with the fixed prosperity spread towns can end up withering away in spite of best efforts around security, trade, quests, and threat. I actually fund half of my towns, they don't fund me. And then after holding a town for months, a 10th level party will wander in and kill your mayor, who, when reinstated, has no relationship/ approval with the townsfolk. You can have a hundred characters sitting outside the town, but they won't take any interest in defending the town from brigands despite being able to one round kill said party. It encourages me to abandon towns (except for raiding), and just go around trying to physically wipe out other parties. I'm not sure that is the intended focus.
     
    Poster: Mutant
    Date Posted: 22 November 2010, 08:58am
    Re: Suggestion Box / Wish list
    It's one piece of a much larger puzzle... I tried to create it in a way that it would be fun without the other pieces... but that can be hard to do...  and it probably needs some tweaking...
     
    Poster: SJD
    Date Posted: 22 November 2010, 09:03am
    Re: Suggestion Box / Wish list
    Fair enough. I would love to have the ability to appoint an entourage for my mayors. It would give me a better feeling of security ;]
     
    Poster: Mutant
    Date Posted: 22 November 2010, 09:26am
    Re: Suggestion Box / Wish list
    Yeah, you will probably be able to garrison characters in a town soon, and they'll fight alongside your mayor.
     
    Poster:
    Date Posted: 23 November 2010, 08:55am
    Re: Suggestion Box / Wish list
    Can you allow the sages to find artefacts? Means if a party takes an artefact from a dungeon so I'm unable to complete my quest I can go beat the bejesus out of them until they give it up.

    Maybe add a party "challenge" system whereby you say what you want from the other party and either trade for it or fight for it.
     
    Poster: Mutant
    Date Posted: 23 November 2010, 10:04am
    Re: Suggestion Box / Wish list
    Yeah, been planning something along those lines for a while...
     
    Poster: JamesOfJames
    Date Posted: 24 November 2010, 05:49am
    Re: Suggestion Box / Wish list
    [quote author=danted link=topic=89.msg661#msg661 date=1290502542]
    ...if a party takes an artefact from a dungeon so I'm unable to complete my quest...
    [/quote]
    I thought this wasn't able to happen any more?  I know I haven't found a random artifact in ages, if nothing else.
     
    Poster: Mutant
    Date Posted: 24 November 2010, 07:15am
    Re: Suggestion Box / Wish list
    Yes, but if you could chase down other parties who steal it, then the artifacts could be visible to everyone...
     
    Poster: Darknoon
    Date Posted: 30 November 2010, 02:25am
    Re: Suggestion Box / Wish list
    I'd like it if you had a check box which if set, then after battle a garrisoned priest will keep casting heal on anyone who's hurt until they are at full health (choosing the person with the least HP first). Instead of them waiting for battle until they start casting heal or whatever.
     
    Poster: Mutant
    Date Posted: 30 November 2010, 02:49am
    Re: Suggestion Box / Wish list
    I suppose that's possible.... although maybe I could just allow you to cast spells manually out of combat for garrison characters (i.e. make the 'cast' action menu available). Auto-heal might make garrisons a bit too powerful.
     
    Poster: JamesOfJames
    Date Posted: 31 December 2010, 06:23am
    Re: Suggestion Box / Wish list
    I have a couple new ones - Now that dead mayors are put in the morgue, could there be some way (aside from the message log) to find out what town they're in?  I have a couple ones that I've been looking around for and I haven't found now that the messages are cleared out of the message log buffer.

    The other one is perhaps a bit of a bug, too - the pathfinding in dungeons seems kinda wonky; it seems like it doesn't run all the possible paths it should going around corners and through doors a lot of time.  So I guess the wishlist phrasing would be "I wish for dungeon movement to be tightened up" or something.
     
    Poster: JamesOfJames
    Date Posted: 06 January 2011, 22:23pm
    Re: Suggestion Box / Wish list
    And another - it'd be awesome to have the town healers be able to cure hypnotism.  Right now, it seems the best solution is just to find easy mobs in the overworld and plow through them, essentially just wasting how ever many turns.  (Unless there's another way to cure it I don't know about?)
     
    Poster: Mutant
    Date Posted: 06 January 2011, 22:32pm
    Re: Suggestion Box / Wish list
    Yeah, I've seen some of the dungeon path-finding bugs, will address those soon.

    The issue around finding characters will be addressed in the next release.

    And I'll find some way to allow removals of effects at some point too.
     
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