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Topic title - What would you consider important for Enderal?

https://forum.sureai.net/viewtopic.php?t=5885

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Re: What would you consider important for Enderal? - by Entainel
Posted: 15.10.2012 21:57
http://skyrim.nexusmods.com/mods/24745 <- wow, somebody did my idea in skyrim... I didn't get a single credit for that : O : <
Re: What would you consider important for Enderal? - by Nicolas Samuel
Posted: 17.10.2012 11:24
I'm sorry for you. :mrgreen:
Great idea, though!
Re: What would you consider important for Enderal? - by ieatsoap86
Posted: 23.10.2012 03:23
Wow, just from the 12 hours i've spent in Nehrim I wouldn't know where to chime in. Seem's like the team has a pretty good grasp at making good games better and more playable. Just a few thoughts and i'm sorry if these have already been mentioned.

Overland Bosses Just roaming the countryside when one of these bad boys sneaks up and picks a fight, would make exploration a little more dangerous and thought out.

Better boss AI Maybe have them employ tactics other than just being overloaded with HP. Dark Souls had some pretty damn rewarding boss fights, it'd be awesome to see something like that in a game like this.

Crafting, Alchemy, Professions Extensive crafting and alchemy with the necessary reagents being scarce or costly especially on high end stuff.

Dynamic Questing Maybe the wrong way to put this, but the option to rogue and just kill people, even people quest related. Stealing from Skyrim, maybe the quest itself passes to someone else and there demeanor is a little more jaded based on your actions.

Just a few ideas, i'm sure these have been covered but what the hell.
Re: What would you consider important for Enderal? - by mandos
Posted: 24.10.2012 19:56
A really quick flash idea :) : How about blacksmithing producing armor and items not obtainable any other way?
Re: What would you consider important for Enderal? - by badgesareus
Posted: 25.10.2012 00:54
How about blacksmithing producing armor and items not obtainable any other way?
I would assume that since this was included in Nehrim it would also be included in Enderal.
Re: What would you consider important for Enderal? - by CTF04
Posted: 06.02.2013 13:37
A little more differentiation between the playable races. In Nehrim Aeterna were said to have been very good at magic, but choosing a Half-Aeterna over a human was a purely cosmetic chioce.
Re: What would you consider important for Enderal? - by Daniel
Posted: 06.02.2013 22:29
I hope there will be a bigger and more important implemention of crafting in Enderal, for in Nehrim, it was kind of a useless complement. The crafted weapons and other items were rarely used/had little use compared to other finds in the world. It was a nice thing "to have", but it could've been executed better, like cooking more things at the same time, creating and perfecting stronger weapons, enhancing them with help of RARELY found materials, etc. I see that as a big possibility as the crafting that is already in Skyrim is capable of doing this - by coding it so that the "better" version would require the previous version + X materials, the "problem" is solved in a good way. For increased "difficulty" or depth - you could make special shrines/places where certain objects can only be crafted, for example, in a paladin's shrine, only holy weapons can be crafted.. or in the place of evil worship, weapons imbued with dark magics could be created.

Something like that would be nice and not too difficult to add into the game. :)
Re: What would you consider important for Enderal? - by CTF04
Posted: 07.02.2013 09:57
Speaking of crafting, in Skyrim when you craft the steel armor, you get to choose between a cuirass with or without shoulder pads and between a helmet with or without horns. Could this be extended to other pieces of armor?
Maybe different variations may also give you different bonuses, like a bulkier steel armor giving you a (small) bonus to defence or a "spikier" steel armour giving you a (small) bonus to damage.
Re: What would you consider important for Enderal? - by Daniel
Posted: 07.02.2013 16:06
CTF04 wrote:
Speaking of crafting, in Skyrim when you craft the steel armor, you get to choose between a cuirass with or without shoulder pads and between a helmet with or without horns. Could this be extended to other pieces of armor?
Maybe different variations may also give you different bonuses, like a bulkier steel armor giving you a (small) bonus to defence or a "spikier" steel armour giving you a (small) bonus to damage.
Of course. It's just different item IDs and different models. They'd have to add on X on the normal armors, thus making a new mesh which could then be added. I just got a good idea - it could be cool to add to the "improving" function by instead of letting you create an armor that looks the same and is better, to improve an armor you would need X skill, X place's forge/crafting stand and X materials to create an armor which also has a new mesh (model/graphics/- looks different, with stuff added or changed) - this way it would be improved for real and not just "behind the scenes" OMG MY SWORD JUST GOT +50 DMG BUT LOOKS THE SAME! :twisted: like it is today..

I hope they still read this thread! :)
Re: What would you consider important for Enderal? - by badgesareus
Posted: 08.02.2013 00:48
Let's not forget that the developers are doing this for free in their "spare" time. I hope they focus on a game that works well. I'd rather have them spend their time working out all the bugs than spend it adding bling-bling to armor. What next, an Enderal dentist that can make a diamond grill for teeth? Tattoo parlors? I think once Enderal is released, other modders can worry about making shoulder pads for the armor, etc.
Re: What would you consider important for Enderal? - by CTF04
Posted: 08.02.2013 13:39
Let's not forget that the developers are doing this for free in their "spare" time. I hope they focus on a game that works well. I'd rather have them spend their time working out all the bugs than spend it adding bling-bling to armor. What next, an Enderal dentist that can make a diamond grill for teeth? Tattoo parlors? I think once Enderal is released, other modders can worry about making shoulder pads for the armor, etc.
I know, I know.
I would prefer to play a game that has been thoroughly debugged too, rather than one that allows me to pimp out my armor but crashes every ten minutes. :D However, the idea of RPG that allowed your character to look really unique or that allowed you to modify your character (tattoo parlors, mhh? I was thinking more of barber shops, but... :mrgreen: ) has always attracted me, even if I know that such a game would be a pretty close approximation of Hell for any coder. :lol:
Re: What would you consider important for Enderal? - by Daniel
Posted: 10.02.2013 22:34
badgesareus wrote:
Let's not forget that the developers are doing this for free in their "spare" time. I hope they focus on a game that works well. I'd rather have them spend their time working out all the bugs than spend it adding bling-bling to armor. What next, an Enderal dentist that can make a diamond grill for teeth? Tattoo parlors? I think once Enderal is released, other modders can worry about making shoulder pads for the armor, etc.
Well, of course, that's true. I doubt those things are done by the same people though - one guy doing armors is probably not the same doing landscaping and music for instance. Then they would be very, very skilled people and surely already work in the industry! :)
Re: What would you consider important for Enderal? - by Vandriam
Posted: 26.05.2013 17:14
Hello,
I have here few ideas which may be cool for Enderal :

slow motion
I think that add a random slow motion (and add few effects of blurred vision, or/and change placement camera to focus on the bloody action) of few seconds during the death of an ennemy, or specific skills would be very fun, and could make fights very epic.

Add attacks of zone and large scale battle
I don't know if there will be large scale battle (more than 40NPC) but i hope so, in this case, it could be wise to add various attacks of zone.

Add some effects on corpse due to damages they have taken, effects like burnt, dismembering, cuts, bleeds.

Make the environment partially desctrucible for example trees, bush can be on fire, traces of burned and combat persist a while.

Add a foot kick and a pushing ability heavy shields to destabilize, stun or push back ennemy, i mean not as violent as the shield charge.

Add long weapons like spears, halberds.

Add multiplayer dungeons ?

Make the Artificial Intelligence smart, especially about fighting in group, or running for help, or find you sneaking ;)

Make the player able to craft his own spells

About light and darkness, it would be very interesting to give tham an importance,
few kind of darkness ennemy may fear fire or light, so if the player don't have a torch with him, he may be strongly disavantaged, put ennemy on fire with torch may be also fun.

An other idea here, but it's more personnal, i don't like easy bosses, i love them technical, or with a specific strategy, i also like them big, i mean VERY big (and ugly) :D
Re: What would you consider important for Enderal? - by microscope
Posted: 18.08.2013 11:55
There's a barber shop in The Secret World :)
Re: What would you consider important for Enderal? - by Daniel
Posted: 19.08.2013 17:31
Commenting a bit on microscope's and Vandriam's ideas.. I doubt they will implement a barber shop to change your appearance since that feature was introduced in Dragonborn - however it's not very difficult to make. Then again, I think it won't be implemented unless it's facial hair only since you'll probably be "the hero" and heroes aren't known for changing appearance.. ever.

Blurred vision / depth of field will probably be in from launch and there's already skills in Skyrim that add slow motion so they will possibly appear in Enderal as well.

As for large scale battles - you have to remember that since Enderal will be built using the same engine as Skyrim has been, it will also have the same technical limitations, making "huge" battles very difficult - this also goes for destructible environment, multiplayer, AI improvements and kick abilities.

New weapons will be in game (99.99% sure about this), but using different mechanics as shown in e.g the skyrim game jam vid - I doubt.

Like with Nehrim, I believe that the team themselves have most of the things worked out and are being built/added in game gradually over development and if the players notice something in beta, they'll most likely fix it.
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