The game should have it all mapped out, however the players should have to figure out the interrelationships themselves. Let's say farmers pay me to get rid of a wolf pack that has been terrorizing an area. I gain a lot of faction with farmers in a village, but also lose some with the local constable for making him look bad, wolf sympathizers in town and rival farmers in the neighboring village who had been capturing local wolves and depositing them in competitors territory. Almost every action I make, has an impact on my environment and how others see me in that environment. Altering the state of one area (making it wolf free) in a truly dynamic system, should cause a ripple of positive and negative effects over a wide area that interact with the effects caused by others.
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18th July 2012, 02:20 AM #171Awl powstens buy Androcles be subjact to misspellins und grawmatikawl error, ist gude ewe undarstand... mow dan dis cairs E nought.
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18th July 2012, 02:22 AM #172
Yes, definitely yes then.
Ever heard of a Legal Pirate? Join the Senokan Privateers for booty and plunder and national defense.
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22nd July 2012, 09:47 AM #173
The best kind of fluff is ancilliary fluff to crucial game functions. Crafting armor HAS TO be in the game. Being able to customise the appearance and dye the armor is fluffy but has practical use to clans. Being able to set the name of the item upon creation is fluff I'd love. Its the stuff that has no practical consequence that you miss when its not there. I hope that in ANY crafting system implemented a player needs to name the item they're creating.
Other than that, I've always loved fluff that I can use to make PKing more funny/interesting. If the game has any kind of hunting system put in I'd love to be able to make whistles that immitate animal calls. "HERES JOHNNY!" out of a tree onto someones head.
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23rd July 2012, 03:06 AM #174
Crutches, splints, leeches and other medicinal stuff used in the middle ages. Oh, and the ability to cut off limbs
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23rd July 2012, 10:46 AM #175
“this might be an immersion breaker...but, let us use our mic's to speak in game! put a realistic radius of audibility, but let us directly verbally interact with those in our general vicinity. we are all gonna be using vent/teamspeak etc anyway. might as well make it a meaningful part of the game. (before you retort that players will abuse this by saying innappropriate things, we can use text chat for all the same functions...there is nothing we can say in text that we cant say aloud.”
I would love to be able to use our mics to talk, it would be more immersive. Obviously you would also have the option to “mute” anyone you wanted. I loved how UO had type over there head, so you knew who was talking at all times, I hate “chat boxes” I recently started playing The Secret World, and you can stand right next to someone and not know if they are trying to talk to you. All chat usually consists of is LFG Dungeon A Tank, which is like buzzkill
“And for the love of god, let us customize character height/weight/girth/shoulders/leg length.. NOTHING is more boring than having every character model be a cardboard supermodel --> see WoW..
One of the things that few MMO's have done well is letting you make FATASS shorties with afro's. In Phantasy Star Online I had a 4 foot, super fat guy in a yellow suit with a yellow afro.... and he had a lightsabre. A fat little jedi named Lemoncakes. It was awesome.”
This is a great idea, to take it one step further use a formula like more weight=more strength, less speed. Taller = faster (minus weight). So big characters would be strong but slow in movement and tire quickly. A tall skinny character would be fast but not as strong. A short fat character would be slow but powerful, ect. You get the point. It would give a huge meaning to character builds
Fishing-At least as good as it was in that PS2 game Darkcloud. If you can get it cooler-cool!
Player housing obviously. You HAVE to have this in on release, or it will be a mistake that costs you down the road. Houseplants do not have to be in on release, but housing does.
Coolest fluff ever-player run museum and tavern on Great Lakes Shard in UO.
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24th July 2012, 08:09 AM #176
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24th July 2012, 06:39 PM #177
Voice chat is a YES. For groups. Or if you want to make a private channel or guilds. EQ2 did it right. Just had bugs. Open city, never.
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20th August 2012, 03:26 AM #178
I didn't read the whole thread so this may have come up already but why not tourneys? the lord of the land could have an option to host one to draw notoriety, people and money into their economy. this could include traditional events like jousting and the melee, and the prizes and glory that come with them. it could also be a place where craftsmen, cooks, tanners, and such could come and hawk their wares. a portion of sales and registration fees could go to whoever's hosting the tournament. another portion of the those sales would undoubtedly be lost to the thieves and rogues that show up to relieve the rich of the gold in their pockets.
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1st September 2012, 09:17 AM #179
On communications:
- Message by arrow. I would love to be able to attach a message and have it shot to the other side of the battlefield, to propose a truce, or to send updated info to a distanced squad.
- Messages nailed to a door by a dagger. Or relayed to the recipient by a npc or relative when you are visiting and the person in question is not home.
- different forms of long range communication in the jungle. Ever seen a mailbox there? I'd have trained monkeys to run the messages or small parcels, some birds ( not crows or pigeons) for short, fast messages across villages.
- I agree with chat bubbles as mentioned, in combo with the normal chat box and the option to not display them.
- Edit : and the ability to mimic animal sounds for stealth communication's sake. Don't make it audio only though, that may be to hard. Have the system say "you hear a green Ara squawking", when you have some skills that'd allow you to notice sch a thing. And whistles (like Ahnull mentioned) or rattles ( frog) or musicial instruments in general that'd allow for the same thing.
Last edited by Codivius; 1st September 2012 at 09:43 AM.
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11th September 2012, 10:54 PM #180
I wonder if instead of implementing an ingame paint program a painter's skill would be tied to the quality of pictures you could import to a canvas? Maybe add a few more stages than that - low quality painting tools add a blurry effect, the colors you have (and dont have) mess with the color scheme and so on... Yes, this is meant as a shortcut and an easy replacement for an ingame paint program which sounds a bit redundant and a lot of work - but if I'm wrong and it's actually REALLY easy then by all means add one (but if it's easy then why doesn't every sandbox game have this feature already?)...
“I am so clever that sometimes I don't understand a single word of what I am saying.” - Oscar Wilde
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