Tired of lame ideas? Here are my ingeneous solutions

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ATI
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Tired of lame ideas? Here are my ingeneous solutions

Post by ATI »

Here are some things that could implemented that would make players a little more happy with the game in general.

1: Make rifts have the ability to teleport chars through out the world. for example, If I'm in the TC give me the ability to Teleport to the NC, all the NC outposts, and Avendell. In other words, make rifts give you the ability to teleport to your allied factions rifts, and to Avendell. This idea would seriously cut down on chars wasting time to get from one place to another. Some limitations that should be put on this: It would be important to put something like a lvl 9 cap on this ability so that lvl 1's don't end up teleporting to avendell. The next limitation to this should be a 100k gold per use, further limiting the abilities of young chars abusing this system.

2: Raise dead scrolls should be available in the NC (for maybe 20k per scroll) and in avendell for 75k per scroll. This seriously lowers the experience loss for some clerics and it helps in some forms of PvP aspects. For example, if I accidentally killed a char, I would gladly resurrect that char.

3: Haste potions for 75k per potion, and with an ILR of lvl 12 before being able to use one. Thus further giving a use for money.

4: Sequencer items. 3 million gold for a sequencer item that gives 3 spell sequences. (Making it faster to buff stuff). I know this is an HotU thing, but maybe look at the HotU sequencer item coding, and implement that into NS4 (if possible)

5: Higher synergy bonsuses

6: Mord's disjunction should be applied to some higher level items, which I guess goes along with adding more items in general. It would be nice to have a greater item spread.

There are my ideas. Hope you like em :D I really think these things would help everyone.
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AndrewCarr
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Post by AndrewCarr »

I'd go with seqeuncers holding 1 buff, but having more be available. It'd still be faster than buffing currently is, but wouldn't be extremely fast in combat, which could prevent ppl from instantly having 3 greater spell mantles pop up after each is dispelled.

Good idea on the rift, haste, and raise though.
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DrakhanValane
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Post by DrakhanValane »

If they went with ley line walking... er rift teleporting, I'd say limit it to 1) rift fragments you've been to, 2) can only travel to friendly/neutral faction frags, 3) make a quest to learn how to use them. Make it easier for MA (maybe AO) to learn to line walk since they're best suited. NC should have a harder time than others. Dwarves should be punished for being dwarves..... ooops, I did it again.
If you tilt your head far enough and squint hard enough, anything becomes as simple or complex as you'd like--regardless of whether it is or not. -- A lesson learned from Stephen Wolfram's A New Kind of Science

dond
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Post by dond »

er, sorry to say, but i disagree with most of your ideas.

1. teleport? no thanks. that trivializes the ns4 world. what's the point of having all those outposts and routes if you can just teleport all over?

2. the xp costs for raise dead is not high. especially if you get it from a high lvl cleric (which there are tons of). again, why sell it? just trade for it. it gives clerics an asset. remember, that clerics cant excel in crafting items because they're limited.

3. haste pots already drop. you can scribe it (not sure if you can brew it). again, the purpose of scribing/brewing was to have the players drive the economy.

4. sequencers are nice.......boarding on powerful (sequencing 3 igms would be insane). if anything like this is implemented, i'd rather see contigencies (only allows protective buffs on self)

5. synergy is still in the early stages......tactics (the special attacks) aren't even in yet.

6. mord's on items? wtf ? have you any idea how powerful mord's is? mord's is a lvl 9 spell. no lvl 9 spells should be on items. only high lvl arcane casters should be able to cast lvl 9 arcane spells. (besides, it's only effective with a caster since it relies on caster lvl checks)


guess i didn't like any of your ideas lol

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Post by AndrewCarr »

Having random items like boss weapons, but same/better would be nice. It'd be nice to see some variety in what we wear and use, and would also make fighting mobs more interesting, since there'd be always that luck involved.

I wouldn't say had disjunct on hit, although i love my weapon with that in ns3, but having other varities of on hit spells and dmg types would be nice.
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dond
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Post by dond »

again, what mod are you people playing!

there are items with all sorts of damage types (even positive energy)!
there's also items with all sorts of on hit effects (fear, silence, stat drain etc)
there's also items with BOTH.

get out there and play and stop asking for ns3!

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bongoblue
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Post by bongoblue »

I played in a game last year that had both teleports and your character had to walk.

The teleports cost gold, and the locations they went to were limited.

It worked there rather well.

Characters shouldn't have to walk everywhere. That becomes too boring for the players.
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Post by DrakhanValane »

Walk from NC to Avendell. Need I say more? At the minimum (if done at all) have Avendell -- your Faction City rift fragments. This doesn't apply to Neversummer city. :P Only make it possible to transport to your own faction city... not others.


Never EVER add Teleport to leader. I loathe it.
If you tilt your head far enough and squint hard enough, anything becomes as simple or complex as you'd like--regardless of whether it is or not. -- A lesson learned from Stephen Wolfram's A New Kind of Science

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Post by AndrewCarr »

dond wrote:again, what mod are you people playing!

there are items with all sorts of damage types (even positive energy)!
there's also items with all sorts of on hit effects (fear, silence, stat drain etc)
there's also items with BOTH.

get out there and play and stop asking for ns3!



Hmm... so where are these types for all weapons? Maybe If all i were using were longswords or [censored] sword i wouldn't notice as much.
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bongoblue
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Post by bongoblue »

As for new and different items...

that can happen at least several ways; too many, too few, some amount most don't like.

But coming up with new items, isn't a big deal, its imagination.

I don't know what all is available in this game, players probably shouldn't know that anyway.

But it is possible to have new items.

If an attribute/buff/etc. is available on a ring, also give that attribute/buff/etc. to something else, like a cloak.

It doesn't have to be something obvious based on something written down in a game book somewhere.

Players like finding things that aren't usual. They don't have to be powerful items, just something new. But not too many, nor too few, but a quantity thats just right. Yeah, not exactly quantifiable I know.

But the number of new items shouldn't snow under the players with information/items, nor seem like a walk in a desert with no water.

It should be fairly easy to come up with items that combine things in such a way as to be interesting, but not overpowering for players to have.

Sorry, I am not familiar enough with 3E/NWN to make a suggestion as to exact items.
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Bob
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Post by Bob »

There are weapons other than longswords & bastards with effect hits, although I have a feeling the lions' share of equipment like this will be dropping in the planar/20+ areas due to their extreme usefulness in a mod without immunity items.

I've mostly been paying attention to finesse weapons (short swords, kukhris, light hammers & maces), but I've also seen them on war hammers, spears, and (I think) quarter staffs. Could very well be more - I haven't fully explored all the town drops, and I think some of the bosses aren't dropping all they're supposed to.

Maybe someone with Master Artisan status could comment on availability of on-hit effect items through the crafting system (ie- if there are any)?

Good news on the sequencer items. Looks like Bioware got at least one thing right; you can only cast defensive spells into a sequencer item. I'd like to see at least two-spell capacity, given that it won't make much difference to buffing time having only one (granted it would still free up a spell slot & avoid counterspelling). One question I have about buffs off sequencers is - do they fall under the item effect category or the PC-cast spell category vs dispel checks?

Potions - I'm guessing that not having scroll or potion vendors beyond Elvin is intentional on the part of the devs to encourage a player economy (or at least player interaction).

We can probably expect a nice long beta period. Keeping in mind NS4 is not a commercial effort, there is still a lot work to be done on very basic things to even things out between the factions. By way of example, modifying spell durations with a base duration + bonus based on level is a very good idea, but I'll bet whoever is looking into it wishes they had a scripting flunky to actually go through all the spell scripts and change it.

Or outsource it to Asia. :)

dond
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Post by dond »

DrakhanValane wrote:Walk from NC to Avendell. Need I say more? At the minimum (if done at all) have Avendell -- your Faction City rift fragments. This doesn't apply to Neversummer city. :P Only make it possible to transport to your own faction city... not others.


Never EVER add Teleport to leader. I loathe it.

nc to avendell isn't long at all.

just go to windale > black hills > silver road > avendell

pretty easy walk if you take the shortcut thru the tomb of morsatai to hallowtop and just follow the road to windale...

i'd like to see the docks in the cities have a use though. eg. maybe have a connection from Daeron dock > Windale. or something like that.

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Post by Bob »

Think I remember reading that a ferry system is planned, just not in-game yet.

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Post by AndrewCarr »

the spears and quarterstaves are pretty sucky. So we have longswords, [censored] swords, and lag's hammer...
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Post by dond »

AndrewCarr wrote:the spears and quarterstaves are pretty sucky. So we have longswords, [censored] swords, and lag's hammer...
....

kukri, short swords, morning stars, maces, double axes, great axe, long bow, staves, greatswords, heavy flail.......that's all i can remember off the top of my head. not crafted stuff either

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