Sapiverenus wrote: » A gamified version that is somewhat creative interpretation of physical processes with some original gameplay ideas built in would be pretty great.
If you do like these ideas I've got a tones more like a legacy/family system to develop new characters you can play, node changes and the NPC population importance (how its affected by wars, taxes, etc), and my favorite one unique quest lines and world events. Happy to share!
Ace1234 wrote: » @TheDavide I'd be interested in hearing whatver you got. I'll make a part 2 post now
I'd be interested in hearing whatver you got.
TheDavide wrote: » 1. Node appearances: This is pretty straight forward and is just a straight up recommendation for a change based on watching youtubers playing the alpha and reviewing Ashes. I love how when nodes level the appearance mimics the design of the race that contributed most to the recent level. What I think is weird is how the entire appearance of the node changes. I think it would look more natural if only the new buildings that appear change appearance and that any buildings built in that phase also take the appearance of the highest contributing race. Would definitely make for more dynamic cities and show the history of contribution.
TheDavide wrote: » 2. Making things hidden: This comes from an inspiration of SAO and Black Summoner but I love the idea of not knowing everything. In SAO no one knows the level of another character period and in Black Summoner the characters require an "appraisal" skill of different tiers (from D-S) to be able to determine their opponents strength, gear and unique skills. I think this would be a neat addition to the immersion of the game and would make people think twice before engaging gathers, caravans, GvGs, etc. This could also be introduced for items found in the world so that legendary items are unknown entities and aren't so easily used.
TheDavide wrote: » 3. Crafting: Keeping on the theme of hidden this would apply to crafting and processing items. If crafted items like weapons, armor, potions, etc., are going to be a big part of the game then making recipes hidden might make for an interesting experience. An example of this would be having hidden requirements for smelting a harder material, something like having a certain proficiency in the softer material before it, mixing the right amount of each ingredient, having the furnace at the right temperature (certain woods sustain certain temperatures), etc.... This adds another element of discovery to the game which would make craft strong new potions, weapons and armor all the more rewarding. It would also encourage artisans to focus on specific crafts to be the first and best of their kind while also allowing groups or guilds to work together to new discoveries in the pursuit of wealth and knowledge. (This one was inspired by the anime Log Horizon)
TheDavide wrote: » 4. Discovered abilities: This one might be a little contentious but also having skills/abilities hidden might be an interesting mechanic as well. Meaning certain button combinations or actions unlock different abilities. For example taunting in a fight might unlock the taunt ability for tanks (btw I think this should be a PvP ability as well to give tanks a bigger role basically forcing a number of people in a certain area to focus them). You could also do this for the mutation skills where casting skills at a certain time could cause the development of a new spell or new skill. Of course there would be other requirements too (like level requirements) that could cause attempts to backfire or fizzle out if they're not met.
TheDavide wrote: » 1. Makes me sad but I'm assuming this is for good reason on the dev side.
TheDavide wrote: » 2. That's kind of the point of this one, the level of anonymity or unknown adds to the thrill. Although I might agree that a seasoned PvP might have the edge in experience a trade skiller or artisan may have the upper hand in terms of gear... you never know. There is already a decision or degree of uncertainty that someone will have when deciding whether to defend themselves, and consequently drop less resources, this just adds a new level of immersion where you don't just know everything off the bat or being able to know would be locked behind a skill.
TheDavide wrote: » 3. I 100% agree that in the age of Wiki's that this will slowly fade as a mechanic. But this adds a level of excitement, at least initially, to new discoveries and can give nodes, players and guilds the upper hand and encourage experimentation of new ideas and exploration for new materials. Anyone who would leave to game and break immersion as you call it would do that anyways and it will always be a reality of the age of information and the internet. But a mechanic like this allows for infinite progression and expansion to the game and trade skilling without having to outright announce changes. I don't know about you but I would be hella excited to be the one to discover how to craft with a legendary material that's drop by a named monster into a legendary weapon.
TheDavide wrote: » 4. This one is definitely a bit trickier and I agree with your points here. Where as with crafting there is a degree of excitement and tolerance for trying new things to maximize profit within those players, PvPers are a whole other breed. In a culture of min-maxing I also feel like players wouldn't enjoy investing their time into the unknowns and would ultimately see this as a waste of time. But the situation I imagine is being able to discover an ability for a PvPer that no one has come across before, something that hasn't been countered yet or accounted for. Imagine the "WTF was that" moment to come out of that... as someone who leans toward the artisan professions this sounds extremely enticing to me. But again definitely agree with your concerns.
SongRune wrote: » While I agree that this might be more thrilling or add intrigue in some circumstances, it will have a strong chilling effect on PvP (in part because said gatherers will be more or less required to always run, just in case). I'm not sure that's healthy for AoC, but I do see your perspective.
SongRune wrote: » I don't perceive that people will spend a lot of time wasting ingredients to try unknown random recipes (if you can lose ingredients this way). On the other side, I see this as either a chore, or (if the recipes may in fact provide a meaningful advantage) something that people (highly competitive guilds in particular) will just be incentivized to write bots for (and then use the working recipes on their main accounts later). "Try XXYZ. Try XXZX. Try XXZY. Try XXZZ." is prime bot material.
SongRune wrote: » As a PvP gamer, I dislike this. It means that I am unable to find even fights. If we can both gear, build, and train to our peak forms, then my opponent and I can get a good fight in. If he had the luck to find one of these (if its well enough hidden to not be on the wiki), then I can't have a good fight based on skill and effort. Even if we both play really well, it's not an even match. The game is just "unbalanced", and probably not through lack of my effort, but through lack of my luck. It seems cool, and makes a great story or 'legend', but isn't actually that great for PvP play. It's a valid style of game, but not one that I prefer.
TheDavide wrote: » SongRune wrote: » While I agree that this might be more thrilling or add intrigue in some circumstances, it will have a strong chilling effect on PvP (in part because said gatherers will be more or less required to always run, just in case). I'm not sure that's healthy for AoC, but I do see your perspective. I still think this won't change much for gathers. Gatherers are going to run if they think they can get away either way and with the Karma system they'll always be making that decision between turning combatant or not. SongRune wrote: » I don't perceive that people will spend a lot of time wasting ingredients to try unknown random recipes (if you can lose ingredients this way). On the other side, I see this as either a chore, or (if the recipes may in fact provide a meaningful advantage) something that people (highly competitive guilds in particular) will just be incentivized to write bots for (and then use the working recipes on their main accounts later). "Try XXYZ. Try XXZX. Try XXZY. Try XXZZ." is prime bot material. Definitely see this as an issue, would require a lot of balancing discussion, maybe making discovery crafts more time consuming or expensive for example to mitigate bots but then that of course will always give an advantage to guilds or individuals with larger resource and account pools. SongRune wrote: » As a PvP gamer, I dislike this. It means that I am unable to find even fights. If we can both gear, build, and train to our peak forms, then my opponent and I can get a good fight in. If he had the luck to find one of these (if its well enough hidden to not be on the wiki), then I can't have a good fight based on skill and effort. Even if we both play really well, it's not an even match. The game is just "unbalanced", and probably not through lack of my effort, but through lack of my luck. It seems cool, and makes a great story or 'legend', but isn't actually that great for PvP play. It's a valid style of game, but not one that I prefer. Yup 100% agree with you, I think it would be a cool narrative idea but it comes down to just that. Balancing, min-maxing, and putting people on even ground which wouldn't be possible with this kind of system.