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Oltopeteeh

Member Since 13 Nov 2014
Offline Last Active Jan 08 2015 21:56

Topics I've Started

Each type of equipment for each character level

12 December 2014 - 17:58

I propose to organize equipment list to each level was at least one type of each item. That is, to have the belt, boots, gloves, armor, etc., from minimum to maximum level.

In particular, I note theme -- https://forums.hunte...e-at-any-level/ -- add existing items in the list crafting or production of monsters. If there is something in the game, and it is not unique, and not a single particular phenomenon, it is possible and to create and knock out monsters, and get a reward for quests, or any inteersno holidays (events).

If something is not, then you can enter the analog, with typical characteristics and names (up to a "long sword 2a", "long sword 3a", etc... beautiful names can then come up, they are not the most important).

 

In the game there are different quality boundaries.

Five (1-5, for example, the dungeon)... Tens (1-10, for example, craft rare items)... Eight (1-8, such as meat, fish, gathering)...

It also needs to lead to a single system. Alternatively, every 5 levels comes following gradation of quality. Apply the rule "8" as an intermediate form... 8 = 4 + 4 + and dungeon ... 10 = 4 + 1 (dungeon) + 4 + 1 (dungeon).

 

Get four normal subjects (green quality), then one rare (of the dungeon). In total, 5 things into five levels. Then again, the usual 4 and 1 rare, forming a full ten things ten levels, etc.

 

Here is an example based on heavy belts...

I hope that will be a fruitful discussion  :)

And... How to insert tables? O_o

 

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http://s018.radikal....bdec56d7473.jpg

 

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An example for discussion.

 

http://s018.radikal....9928a87c54e.jpg

69928a87c54e.jpg


Mythos - no point of sale of some artisans

26 November 2014 - 14:21

I propose to add a selling point for all artisans.

In particular, a tanner, and weapon/armorsmithing... Inconvenient to run to a nearby store, and then another half of the city to the bank, according to a confusing track and back...

Funnily enough, that fix many have, and trade only in a part of artisans. In general merchant gear can only buy it...

 

...Slightly off topic, just has become painful...

In general, there are many questions to the regulated levels (Level-design). Of course, redo it all - very long, difficult, so little to offer such changes effectively. But still, why not meet the monsters on the level of the character, and through them have to cross, at the request of quests?

Or reduce the level of monsters, or reassign NPCs that give job if planirvoku not be changed. Alternatively, put a wall access restricted level, but it's hard work, and the change of digits in base danyh somehow easier to do ...

Good little tasks in style, "go there, do not know where, bring it, I do not know that." Ideally, must two markers of different colors. Quest giver and place of assignment. For example, highlight the place of hunting for crabs, sticks to farm and passed quest giver. But it can cause a conflict with the current engine, so I just mention the possibility :)


Craft - amazing difference in the mechanics of professions

20 November 2014 - 16:01

I'm surprised that the profession use different principles of game mechanics.

In particular, the extraction of dust and amethyst crystals coming from a single source. But copper and coal are mined from different sources. The farm contains the mechanics of disease (death) crop, but the rest of the profession - no. Just wait for the completion of the process. This is weird...

 

Of course, some people do not pay attention to these differences and say that everything has its own specifics. But it contains a problem for game designers and ordinary players... Consider all these subtleties - is to spend more time on the development of each update.If Ignore - break the balance, the players lose interest and part of the donat. Therefore, whenever possible, it is better to combine different principles, overall system. Single root and slightly different branches of individual professions.

 

P.S.: I use Google translator, because do not know much English. Please, excuse the ignorance of the text :(

 

 

--- Suggestions ---

 

1. Extraction. Skinning, mining, etc.

1.1. The process of resource extraction. Farm Mechanics and fight against monsters.

There are total time of extraction (water supply), is an indicator of the completion of the process (plant growth), and there is the risk of loss of the resource (disease, crop damage). In the case of the battle with the monsters, the loss of time and do not use the skill in time - so get more damage, and even die (lose the entire crop).Proposes to introduce the mechanics in all professions. Form of implementation can be the same as that in the farm. Parasites (flies), and even negative energy (entropy of chaos), or something like that.

As compensation for the inconvenience, you can give a chance for a rare resource from this source, if the player has reacted in time. For example, note the valuable piece of skin on the monsters and cut it neatly (get the blue fragment) and not raspolosovat skin as usual and lose the chance to find a treasure because of carelessness.

As a critical success - shine a light source, indicating the rare chance. That is, there might be three states. The risk of loss (red), the chance of much success (blue) and a regular routine work of the character that does not require the attention of players (our hero cope itself, as in the case of auto-attack against weak mobs, or resource extraction is not on a farm).

 

 

2. The processing resources.
I know that this topic has been raised at least twice, but the complete solution is still no.

https://forums.hunte...leatherworking/

https://forums.hunte...rystal-powder/ 
I propose to add the recipe conversion of conventional resources in additional. The timber with the resin. If desired, vice versa. Course, 1 to 2, 2 to 1, or even more, but better to stick to the basic numbers (as it is in such proportions, these resources are obtained with respect to each other). Copper in the coal, and back (oddly, of course, but alchemy and lead into gold can pay). Fur skin, and vice versa. Dust crystals amethyst etc.

 

 

3. Craft - skill development generating profession.

Collection and extraction of swinging fast. From the fact of collecting, as well as processing. Craft improves only when creating things and much inferior to the speed of development, gathering professions.

I propose to increase the reward for the experience of making things, or add an alternative way of producing leveling professions so that they do not lag behind gathering professions. Alternatively, the treatment  of materials will pump and the collection and production, 50/50 :)


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