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Mechanics Improvements
Post by seularts »
While playing the game I found out some things that could be improved to make Enderal more unique.

1. Make food recipes a skill to be learned from cooks and bartenders (by paying coins) in the world (using learn points)

2. Make mining a skill profession as well that you can learn from miners or smiths (by paying coins) (using skill points). The player can still mine all ores, but at lower tires they get like 1 ore per vane while at a high tire they get 4-5 plus gems. Also add more types of pickaxes that can be used only if the mining skill allows it for mining better ores improving the loot rate (+2 ores and +1 gem). And reduce the weight (like 2 or 3)

3. Make items inside NPCs homes/stalls available only in containers (like the book stacks for example), because I can easily pick up an item move out of sight and steal it where no one can see me. Also make the NPCs warn the player that they will call the guards (increase bounty) if you go further in their house while they follow you during the day

4. Make all normal crafting for weapons/armor recipes as a skill that you can learn from smiths in the world (by paying coins) (using skill points) and leave special crafting recipes outside in the world only for unique (over powered) weapons that can be build only once using very rare materials

5. Make alchemy recipes as a skill that you can learn from alchemist in the world (by paying coins) (using learning points)

6. Expand player homes and make better display cases and standard mannequins available - like a hall of trophies and weapons

7. Make an option to collect heads or other body parts as trophies of strong and unique bosses that can be placed in the player house

8. Make the fever rise on it's own, like 20% each 5 days or so, so players can look for potions and plants to reduce it, otherwise the fever just seems stagnant and non important. Also you can add visual and sound effects when the fever reaches certain stages, if possible turn the player into the creature you were talking about in the lore that aggro everything around it, if it reaches a final stage of the fever (80%).

9. If possible make the player wear gear suited for his armor skill. If player invests points only in light armor then most heavy armor can't be worn. Same should apply with weapons, higher tire weapons could be wield if certain amount of stamina/mana is invested in. This will make the player experience feel more natural about the choices he makes, because when a high tire mage with very low stamina tries to use heavy armor and weapons he is just super inefficient and makes the whole thing look silly

10. Make books rare and very valuable. If you place them in obvious and guarded places, people will take the time to read them since they come across them less often. Also you could make certain books in an ancient language that must be deciphered by learning that language from apothecaries and librarians (by paying coins) and they will yield ancient knowledge about technology and powerful weapons and even skill/learn points. Maybe even introduce books abound songs that you can sell/teach to bards to unlock new songs.

11. If possible add morphing spells so the player can change into an animal, like rabbit or wolf for traversing small places where treasures can be found, or to open a gate behind a wall with a hole or to travel faster.

12. Would be nice to have side quests from NPCs at the traveling towers so they don't seem so static and lifeless. Also you could add some guards there (3-4 normal and 1 captain), cause some towers are very secluded into dangerous places. Also you can make one of the towers overrun by enemy so you can go and investigate in a side quest. After that the tower can be repopulated with NPCs when the enemy is gone. Also make transportation to the towers available (in the dialog options) only after you discovered them by reaching them on foot.

I would love to hear your feedback on my ideas. Than you for reading!
Re: Mechanics Improvements
Post by Ragnarok »
seularts wrote:
While playing the game I found out some things that could be improved to make Enderal more unique.

1. Make food recipes a skill to be learned from cooks and bartenders (by paying coins) in the world (using learn points)

2. Make mining a skill profession as well that you can learn from miners or smiths (by paying coins) (using skill points). The player can still mine all ores, but at lower tires they get like 1 ore per vane while at a high tire they get 4-5 plus gems. Also add more types of pickaxes that can be used only if the mining skill allows it for mining better ores improving the loot rate (+2 ores and +1 gem). And reduce the weight (like 2 or 3)

3. Make items inside NPCs homes/stalls available only in containers (like the book stacks for example), because I can easily pick up an item move out of sight and steal it where no one can see me. Also make the NPCs warn the player that they will call the guards (increase bounty) if you go further in their house while they follow you during the day

4. Make all normal crafting for weapons/armor recipes as a skill that you can learn from smiths in the world (by paying coins) (using skill points) and leave special crafting recipes outside in the world only for unique (over powered) weapons that can be build only once using very rare materials

5. Make alchemy recipes as a skill that you can learn from alchemist in the world (by paying coins) (using learning points)

6. Expand player homes and make better display cases and standard mannequins available - like a hall of trophies and weapons

7. Make an option to collect heads or other body parts as trophies of strong and unique bosses that can be placed in the player house

8. Make the fever rise on it's own, like 20% each 5 days or so, so players can look for potions and plants to reduce it, otherwise the fever just seems stagnant and non important. Also you can add visual and sound effects when the fever reaches certain stages, if possible turn the player into the creature you were talking about in the lore that aggro everything around it, if it reaches a final stage of the fever (80%).

9. If possible make the player wear gear suited for his armor skill. If player invests points only in light armor then most heavy armor can't be worn. Same should apply with weapons, higher tire weapons could be wield if certain amount of stamina/mana is invested in. This will make the player experience feel more natural about the choices he makes, because when a high tire mage with very low stamina tries to use heavy armor and weapons he is just super inefficient and makes the whole thing look silly

10. Make books rare and very valuable. If you place them in obvious and guarded places, people will take the time to read them since they come across them less often. Also you could make certain books in an ancient language that must be deciphered by learning that language from apothecaries and librarians (by paying coins) and they will yield ancient knowledge about technology and powerful weapons and even skill/learn points. Maybe even introduce books abound songs that you can sell/teach to bards to unlock new songs.

11. If possible add morphing spells so the player can change into an animal, like rabbit or wolf for traversing small places where treasures can be found, or to open a gate behind a wall with a hole or to travel faster.

12. Would be nice to have side quests from NPCs at the traveling towers so they don't seem so static and lifeless. Also you could add some guards there (3-4 normal and 1 captain), cause some towers are very secluded into dangerous places. Also you can make one of the towers overrun by enemy so you can go and investigate in a side quest. After that the tower can be repopulated with NPCs when the enemy is gone. Also make transportation to the towers available (in the dialog options) only after you discovered them by reaching them on foot.

I would love to hear your feedback on my ideas. Than you for reading!
Really good ideas, actually. I honestly think these might imply an expansion into the game map, but hey, include that as an idea too :lol:

I don't care much for 11, but I can see how someone might enjoy the shapeshifter path :mrgreen:

I won't give you spoilers, but regarding 12, there is already a tower that is in ruin and occupied by enemies. It doesn't become a standard traveling tower after cleared, though, as it is in ruins.
I won't comment on the merits of your suggestions. For a few years from the time SureAI started planning Enderal (fall of 2011), there were extensive suggestions as to what players would like to see, and quite a bit of discussion about some of them (such as fast travel methods, to name one). But eventually SureAI had to commit to some and not others, as there were some things they might have liked but just didn't have the resources and time to do, or because some things just couldn't be done because of the limitations of the engine Skyrim used. I can't recall if any of your suggestions were discussed in the English forum, and I didn't read the German forum so many more things were discussed there, I'm sure. I just thought you should know that a great many suggestions and wishes were made, considered, and rejected for one reason or another, but I think they are way past the point where they could do any major changes, even if they thought they were merited.
Re: Mechanics Improvements
Post by Ragnarok »
badgesareus wrote:
I won't comment on the merits of your suggestions. For a few years from the time SureAI started planning Enderal (fall of 2011), there were extensive suggestions as to what players would like to see, and quite a bit of discussion about some of them (such as fast travel methods, to name one). But eventually SureAI had to commit to some and not others, as there were some things they might have liked but just didn't have the resources and time to do, or because some things just couldn't be done because of the limitations of the engine Skyrim used. I can't recall if any of your suggestions were discussed in the English forum, and I didn't read the German forum so many more things were discussed there, I'm sure. I just thought you should know that a great many suggestions and wishes were made, considered, and rejected for one reason or another, but I think they are way past the point where they could do any major changes, even if they thought they were merited.
Well, speaking a bit for the OP here, if he allows me, I believe he may be addressing the general modding community, asking for someone who knows their stuff to implement some of these?

I may be wrong though.

I personally missed all the development part of Enderal. To be honest, I hadn't even heard of Enderal before it was released, believe it or not. I kind of feel glad I missed the development phase, as now I dove into something ready, skipping all the expectation and discussion :lol:
Re: Mechanics Improvements
Post by seularts »

Really good ideas, actually. I honestly think these might imply an expansion into the game map, but hey, include that as an idea too :lol:

I don't care much for 11, but I can see how someone might enjoy the shapeshifter path :mrgreen:

I won't give you spoilers, but regarding 12, there is already a tower that is in ruin and occupied by enemies. It doesn't become a standard traveling tower after cleared, though, as it is in ruins.
Super and thank you for the awesome replies.. I'm avoiding the main quest as much as possible because I love doing side quests first and leave the best for last, though I would have loved to see the side quests NPCs more spread around the map, but it's more practical to reach them in one concentrated place. Looking forward for that mission with the tower ^_^

Ofc, I know how much time and effort all my suggestion would take, but if in a few years some of them make it in this game, it will surely put Skyrim to shame in terms of how a game should be made for awesome players like us.

And yes, if community moders could expand the map and add new features to make Enderal more awesome then heck yeah, I believe this game will have a long life span.
Re: Mechanics Improvements
Post by Ragnarok »
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seularts wrote:
Super and thank you for the awesome replies.. I'm avoiding the main quest as much as possible because I love doing side quests first and leave the best for last, though I would have loved to see the side quests NPCs more spread around the map, but it's more practical to reach them in one concentrated place. Looking forward for that mission with the tower ^_^

Ofc, I know how much time and effort all my suggestion would take, but if in a few years some of them make it in this game, it will surely put Skyrim to shame in terms of how a game should be made for awesome players like us.

And yes, if community moders could expand the map and add new features to make Enderal more awesome then heck yeah, I believe this game will have a long life span.
Yeah, it would really make it more interesting if someone picked up some of your ideas.

Note that the ruined Myriad tower I mentioned is, as far as I know, not part of the Main Quest (or any quest). I have explored all the regions before triggering the MQ.

Will now get to it, as I'm satisfied I've explored all of the locations :P Almost level 70! 8)
I have no idea if any modders might want to work on any of your suggestions, but if that is your aim, you might consider posting your ideas in the "modifications" section. I think you would be more likely to catch their eye there, and they would be more likely to be able to respond as to how practical or impractical it would be.
Re: Mechanics Improvements
Post by seularts »
badgesareus wrote:
I have no idea if any modders might want to work on any of your suggestions, but if that is your aim, you might consider posting your ideas in the "modifications" section. I think you would be more likely to catch their eye there, and they would be more likely to be able to respond as to how practical or impractical it would be.
Thanks for the suggestion! :)
Here is the new topic.
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