Creative player ideas for in-game items, zones, etc.
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It sounds like a use for the sanatarium, as that place is due for a quest some day.
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Well, I've got a hat!
Well, I've got a hat!
Chances of what, exactly?Hodag wrote:How about a consumable "Fiend repellant" which would alter your chances in the pit for some period of time
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Well, I've got a hat!
Well, I've got a hat!
- MagiNinjA
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If you don't mind, MrAndersonMan, I'm gonna stick what you said in here in the PvP design thread. PvP should be itself cause it's too big to deal with in a thread like this. X_x
EDIT
Yeah, I meant using items as a primary way of combat instead of hitting with weapons. Jeff from Earthbound essentially fights with items, such as a slime generator, HP sucker, bottle rocket, etc.
EDIT
Yeah, I meant using items as a primary way of combat instead of hitting with weapons. Jeff from Earthbound essentially fights with items, such as a slime generator, HP sucker, bottle rocket, etc.
- MagiNinjA
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Yes, I believe so (haven't played FFX, but read the wikipedia article on Rikku).enterthewumpus wrote:To compare to something else, would this be like Rikku and her 'use' command in Final Fantasy X?
Naturalists? Shapeshifting. I've always wanted shapeshifting. And weather control. Perhaps.
I think Ryme doesn't want sidekicks. Too much like a familiar.enterthewumpus wrote:MrAndersonMan-The potential to get a sidekick could really add gameplay depth. Kinda like a familiar, but you could only get one per [not-ascension-but-ascension-style-thing?]
This would also prevent the problem that the KoL dev team has now, in that familiars are so plentiful that new ideas are harder and harder to come up with. Ryme would only need to come up with as many allies as he had bosses. And maybe Rand could be a super hard one to get? Then again, that would mess up the narrative...
- Cristiona
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Naturalist power, perhaps?enterthewumpus wrote:Shapeshifting would be neat. Seems like that should be a skill more than an item-induced thing though.
The churches are empty / The priest has gone home / And we are left standing / Together alone
--October Project: "Dark Time"
--October Project: "Dark Time"
I thought about this as I was getting started, but it felt really unrealistic/contrived. What sense would it make that you can't find/drive to an industrial district on the north side of town? Why should a difficult area simply not exist just because you'd get yourself in trouble if you went there?
Also, it's not like the penalty for being beaten up is that severe. You're not "dead". You don't have to start over. You just lose a couple of minutes. (Or a handful if you try it a few times.)
Further, if I do pick a level or stats or something as a time when the zone opens, it's sort of arbitrary. For some people it will still be too hard if they don't have the right combination of items/skills, while for other people by the time the zone opens it'll be too easy, and they'll be bored with their existing options.
I do try to address this a little, in general having the difficulty increase as your distance from Somerset Square increases. It's not perfect, but it's a decent rough rule of thumb--certainly through the first several levels where you're getting the hang of things. After that, learning the lay of the land should be part of what you're trying to do. Always knowing that you'll be able to win before you go into an area seems kinda boring to me.
Also, it's not like the penalty for being beaten up is that severe. You're not "dead". You don't have to start over. You just lose a couple of minutes. (Or a handful if you try it a few times.)
Further, if I do pick a level or stats or something as a time when the zone opens, it's sort of arbitrary. For some people it will still be too hard if they don't have the right combination of items/skills, while for other people by the time the zone opens it'll be too easy, and they'll be bored with their existing options.
I do try to address this a little, in general having the difficulty increase as your distance from Somerset Square increases. It's not perfect, but it's a decent rough rule of thumb--certainly through the first several levels where you're getting the hang of things. After that, learning the lay of the land should be part of what you're trying to do. Always knowing that you'll be able to win before you go into an area seems kinda boring to me.
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