https://forum.sureai.net/viewtopic.php?t=5885
Lmaoboat wrote:Lots and lots and lots of interesting, hand placed loot. I always loved all the unique items in the Baldur's Gate game that had their own unqiue abilities and lore. One of my least favorite things about TES games is that, with a few exceptions, loot has always been pretty bland and formulaic. I think Nehrim did this better than Oblivion, but I hope Enderal does it even better.
Xagul wrote:Gaming isn't about loot.Lmaoboat wrote:Lots and lots and lots of interesting, hand placed loot. I always loved all the unique items in the Baldur's Gate game that had their own unqiue abilities and lore. One of my least favorite things about TES games is that, with a few exceptions, loot has always been pretty bland and formulaic. I think Nehrim did this better than Oblivion, but I hope Enderal does it even better.
Lmaoboat wrote:Gaming might not be "about" loot, but it's a very important part of very many RPGs. It's what rewards exploring and gives the constant expectation that you might find something new and awesome.
Xagul wrote:We made it this way. It's not that anybody designed it this way, only a clever adaptation to man's cerebellum, that needs to collect useful items. It think, it's the task of innovatice game design to get over this neaderthal approach to other, innovative approaches that draw more attention and generate more long-time playing value.Lmaoboat wrote:Gaming might not be "about" loot, but it's a very important part of very many RPGs. It's what rewards exploring and gives the constant expectation that you might find something new and awesome.
Lmaoboat wrote:Right, and what sort of game mechanics that don't appeal to us knuckle-dragging Cro-Magnons do you have in mind?
Because here I was thinking games were supposed to be entertaining, but I now know I am but an ignorant troglodyte who can do nothing but tarnish the transcendental art form that is gaming with my vulgar concept of "fun."
Xagul wrote:Take it easy. I usually try to polarize to get new inputs. I think there are ways to get away from the "knuckle-dragging Cro-Magnons" behaviour in a way that you draw attention away from these mechanics. And instead let's try something new. I have to admit, I do not have an ultimate answer but I could imagine that loot could be substituted by a mixture of crafting, building up and exploring existing social networks and using them (a bit like guilds but hopefully more sophisticated than the Oblivion-style) doing science and gaining arcane knowledge (not just "magic"but also other profound knowledge about the world/society/etc that only can be obtained by committing yourself to a special order and way of life).Lmaoboat wrote:Right, and what sort of game mechanics that don't appeal to us knuckle-dragging Cro-Magnons do you have in mind?
Because here I was thinking games were supposed to be entertaining, but I now know I am but an ignorant troglodyte who can do nothing but tarnish the transcendental art form that is gaming with my vulgar concept of "fun."
I wish to get away from "I need a good item --> usually found in Area XY with parameters IJ, covariance o --> Let's try! [Iteration 1 to inf]"
or "There is a special item --> I want it! [Google] --> Execute [Google(results)] --> Hurray!" (Not to speak of "Player-AddItem xyz")
Instead, I'd like to create a more individual but nevertheless exciting, funny, enjoyable gaming experience.
I know that's not easy and maybe I'm demanding too much (or I'm just a weirdo) but nevertheless I think innovative adjustments to games are a good thing
Xagul wrote: loot could be substituted by a mixture of crafting, building up and exploring existing social networks and using them (a bit like guilds but hopefully more sophisticated than the Oblivion-style) doing science and gaining arcane knowledge (not just "magic"but also other profound knowledge about the world/society/etc that only can be obtained by committing yourself to a special order and way of life).
loot could be substituted by a mixture of crafting, building up and exploring existing social networks and using them (a bit like guilds but hopefully more sophisticated than the Oblivion-style) doing science and gaining arcane knowledge (not just "magic"but also other profound knowledge about the world/society/etc that only can be obtained by committing yourself to a special order and way of life).
mandos wrote:Just a quick idea i have realized while playing in arena in Nehrim. The common concept of arena as a "fight to the death"(as in Morrowind, Oblivion, Nehrim) is very tempting, but in current form it does not offer much diversion from the game core combat system. I think that if you could get rid of some ancient cliches, arena could provide a break of tension and even almost a guild like experience, with some unique traits that cannot be achieved by other social interactions.
I mean that the key factor would be that the fights would not be to the death. I know that it might sound a bit chicken-ish at first, but it opens a tremendous amount of possibilities, of which first and most important is: You could loose. At the moment if you die, you just reload until you get the kill. Then the experience is exactly same as with every other encounter in the world. With loosing, you could introduce a whole new ranking system, by which it would be possible gain or loose "prestige", which would in turn allow fights against tougher opponents, or would end up after a loosing streak in underwhelming fights against rabid animals or slave prisoners for some time, until you will prove yourself again.
I know that many players (maybe most) would just reload after being beaten in arena, but still i think that would offer an increased amount of outcomes for players who like to rpg a bit, not reloading everytime you dont get exactly the outcome that promotes you into a champion.
To sum up, my opinion is that in the world where most of encounters in the world itself are fight to the death, it is kinda redundant to have exactly same rules applied into the arena system. It could become semi-training, entertainment events for masses, but still rewarding with its own substories and quests, fetching animals to the cages, or pulling that unbeaten champion of your team out of tavern, sobering him up, drag him to the arena where his fight is awaitingif you are a wet ear of course who cant handle one rabid wolf
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I dont even know whether you are planning to put in arena, its just the thing with conventional thoughts that they rarely bring anything new to the table, even when there is a great potential.
Bastion of Reason wrote:*stuff*
Thank you for reading such a monster post. Even if only parts of this get implemented it would surely make for something unique and special.
I have confidence in you guys,
Peace,
Hannu
Lmaoboat wrote: That sounds like a entirely different game.
Bastion of Reason wrote:Well I was under the impression that Endreal was going to be a new game. And these elements would definitely make for something unique and would deepen the interaction between the people you meet in the world and you.Lmaoboat wrote: That sounds like a entirely different game.
Basically all it would do is "What if things in the game were different depending on the people you know?"
Lmaoboat wrote: Sounds to me like something that comprehensive would overshadow the other elements of the game rather than enhance them.