I always wanted to see an MMO implement loot stealing by mobs. Meaning, if you die to a mob said mob now carries a piece of your loot and you can possibly get it back if you can get back there . Mobs should want loot too imo.
One thing I think you need to consider ( i.e. on Item degredation and BOP/BOE ) is these things help the crafting economy.... if they are putting real crafting in like existed in vanguard, which was exceptional imo, i would want BOP and BOE in.
Very cool idea for pvp server... this is the way pvp should be. Just flip the switch and have at it and you fight over the world ( if its not instanced ) you are always in contested content. SIGN ME UP.
And do not worry about balancing for PVP, not needed in a group based game.
This is a total pipe dream but here goes:
You have NON combat skills, like diplomacy and such ( D&D ) where you can talk your way out of something like that... or if you are a rogue and have stealth, perhaps you stealth out.. caster, invis out. Warrior or monk, Bare hand fist fights ? It...
Its not that big of a deal and not hard to do... you could even split the party... or make 2 ppl fight out without equipment... It would be fun as hell, perhaps with a special reward where the jailer drops something nice.
Should have buffs/util separate from combat skills and be able to hotbar them anywhere, like potions etc. I really do not want to reload and look through spell books before buffing someone.
One thing I am not sure we mentioned was equipment on characters. I really liked Vanguard's version of this with different equipment for harvesting/Adventuring/diplo/crafting/mount/harvesting. Certainly added a lot to the crafting side of things.
Once i got an SSD all I could think about was "why not do a BD deal where Vanguard is included in every SSD purchase", when SSDs were very "techie" and bleeding edge..
When eq2 was about grouping, on my Fury and assassin through say level 70 i did not have a problem with the number of skills.. I played on pvp server ( fury ) also so it was important to have all your heals, damage spells, CC available.. however, going back to eq2 now and playing mostly solo I...
To me limiting skills is just over-complicating something... let people put 1000000000 abilities on their bars if they want but design encounters around a subset. Either Limit or no Limit my fear of limits comes from games like GW2, neverwinter and stuff when they tell you where to slot certain...
if you want less freakin choice DON'T PUT THE SKILLS ON YOUR BAR... if i do LET ME.... and what game has 40 spells that you use in every encounter ?
what matters to me is making tactical choices at time of combat, not spamming 5 keys and running around like a tard jumping up and down.
I agree about the games you mentioned.. but its not because "there are too many" its because there are too many skills that are basically the same.. There was a day that damage types mattered, you know you can't just spam fireball FTW, although it seems many want just that.
I am convinced that this "few skill thing" is all about playing this shit with a controller on your couch... I do not know why you would limit what you can do in a game if it is meaningful and you can have meaningful skills in #'s greater than 10, see DDO see Vanguard.
Why am I feeling now...
Yes. Case in point... i have been playing eq2 and vanguard a bit of late and I would say with regards to abilities eq2 is what not to do and vanguard is what to do. Vanguard did not have too many combat skills but many skills that were ( temp buffs, utility, etc )... what i do NOT want to see...
Would anyone here volunteer to help me: 1. Collect all the ideas on this thread so far and 2. potentially collate them into a place... i have an idea of how to do this and get feedback from a larger audience, or a focused audience as well. Send me a PM we can divide and conquer.
I would vote for core combat spells at some # don't need 30, core buffs, core utility ( invis, FD, ports, levitate, feather fall, trapfinding ) making sure that all utility is there to help a group navigate a dungeon in some unique way.
Yes indeed... it was there... would be cool if it was related to the dungeon content you dived into... for example, you are in an ice cave and find a book for some anti-cold buff that is kept and owned by some big old angry ice giant who lives there... etc that sort of thing.
This is a great idea and yes it makes perfect sense... using the content you explore/conquer/etc to potentially add "horizontal" progression is very nice change. It seems like with this approach you are OK with all "insert class here" not being exactly the same while still "mostly" the same...
At some point with more people doesn't it become either a) Just add more HPs ( lame ) or b) just add more mobs ( lame ).... at some point if you are designing the game from scratch, perhaps additional roles could be created beyond the typical 4-5 to make 6,7,8 more than just DPS and make things...
does anyone know if the Unity engine provides any kind of way for users ( players ) to build content ? in other words, could they expose some unity tool without much modification to leverage the player base to create content ?
Leveling should be as SLOW as possible... I do not want to hit cap in a month..but there has to be content to support it. While I prefer death penalties with oomph, I can go either way on that... as long as the encounters are challenging and have some complexity i don't care if there is a death...