login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem


Humans
this sounds great, a way to get a team of adventurers by showing them your loyalty, Great idea. but i dont know for sure about 3. On rare occasions the adventurers will be aggresive, i dont like the idea of that being rare, i like fighting adventurers its one of the main (and many) things i like about Caveblazers. 4. I really like how adventurers can pick up items but with no friendly fire i could see this getting frustrating, but i also see it as what if i want the adventurer to have that blessing/item? I dont know what your going to do here, tricky spot right here.
Orcs
the idea to have another creature similar to humans is amazing. Not to mention they get spears! And maybe instead of a sword they get a battle axe? 3. i like this idea, and i thought having a rare big orc camp with a leader that on sight of you, does an animation and gos into rage mode alerting all nearby orcs would be pretty cool. 6. idea, (this has to do with my leader idea) if you kill the leader orc of a big orc camp it drops a banner which you can equip to make the orcs friendly, while making humans see you as a threat. OVERALL! this sounds Fantasticly Greatly Amazingly Awesome. Good job on the development of this game. I cant wait
On topic, though, I do really like the idea. I have a few reservations about it (namely how to deal with items and blessings for your buddies), but having most npcs be friendly and having a separate faction would add a lot to the game and give it room to grow in cool ways. I'd suggest a inventory management system where you can assign items and blessings, but that would be difficult to do and I feel goes against the spirit of the game. Honestly, I think the best option is to have npcs grab items and blessings as usual. Maybe you could give them bows/swords to have it swap out? That would be a good way to get items back from 'em. Blessings I guess would be a race, which could be pretty fun - even adventuring buddies fight over the gold!
Oh, and I'd just like to support WeariedCoffee2's idea for orcs to have battleaxes :D
Would the orcs replace the current "anonymous enemy guys" that are in the game or would they remain?
EDIT: If you do include some unfriendly humans, I'm against having a red outline or some other identifying characteristic. In my opinion (which, admittedly, is just one of many), the humans should have no visible indicator of their affiliations. If they're friendly, you'll notice them sticking near you, but there shouldn't be any beacon saying "HEY THIS ONE IS ALLIED WITH YOU"
Then, you can have a number of sub-factions within the races (such as human rogues, which require gold tributes, or human peasants, which require food tributes) which make each encounter unique.
There could be different consequences for not recruiting. For example, rogues might pickpocket you. Peasants might shame you (debuff). Orcs might attack you.
I could draw up some outlines for a list of sub-factions I have in mind, on request.
I appreciate that you enjoy the current combat with adventurers, but I'm hoping the combat with orcs will be just as fun, if not more!
Someone on reddit suggested that orcs should pick up items instead of humans, which would give you an incentive to kill them.
There could definitely be different classes of orc with different weapons, and camp leaders would be great too!
Also like the idea of having a banner which makes orcs friendly & humans hostile!
Thanks a lot for the suggestions!
I think you share my initial "pseudo-multiplayer" vision for AI characters act like other players. They do actually have greed, fear & aggressiveness attributes (no trust), but I don't think it's really noticeable. This system could probably be improved, but I think the factions system will be better.
Could definitely be interesting to have certain humans which require payment to recruit. I'm not sure about the pickpocketing & shaming, but I think it would be good to have mercenaries camped out in some levels which you can pay to recruit.
If you're looking to implement shops or trading posts, make them a neutral race, like dwarves. On the idea of that, you could just have trading posts where you give them an item and they'll give you one of the same kind back (with a small fee to prevent farming).
On the flip side the making allied AI's unable to pick up items and blessings unless the player either drops them or have one of the other buttons unlock item's/blessings on the ground for allied AI's.
I prefer to know human affiliation though. True, usually you can tell if they're shooting at you, but I've had a number of deaths that felt cheap because I got pogoed with a moonstone blade with no prior indication of hostility.
Though it doesn't need to be as obvious as a red/green outline (maybe just an icon above their heads when there is a line of sight to them).
If there are going to be any hostile humans, maybe limit them from using the more powerful items (e.g. being forcibly stunned from far away by an AoE divine explosive stun bow isn't that fun).
I don't know what that was but I already hate those haha.