I haven't read through all of the replies. So just ignore any questions / concerns that have already been addressed.
Quote:Original post by Ranger Meldon
I'll start this question off with some answers of my own. I don't like:
Maybe it would have been easier to write a list of things you do like [wink]
Quote:5) How games that use weight-based carrying limits don't offer any recourse to physically wimpy mages. There needs to be some kind of "magic bag of holding" or something, that only mages (or characters beyond a certain level of magic skill) can make and equip that allows them to carry somewhere near the same amount of stuff a warrior can. I also think a packmule and/or wagon are good ideas too.
Later on (#19), you argue that different classes should offer much different gameplay experiences. But here you're saying the opposite; that we should try to make this one skill equal for vastly different character types. I believe it already suits the character types, as is. For example, warriors have to carry swords or guns, where mages carry a staff or some paper. I also doubt most players are going to accept 'magic bag' as the reason. What other choices are there to present, if a designer actually wanted to make his character classes less unique?
Quote:8) How uncustomizable the weapons are in practically every game I've ever played, especially if it's an FPS RPG. I want to be able to forge my own custom sword that has a large chance of looking unique even in an MMORPG setting. This would just be an issue of mixing and matching different weapon subparts, i.e. hafts, handles, blades, blade tips, edges, guards, pommels, runes, effects like glowing or flaming, etc. This would be so extremely cool, and if you coded it right, it wouldn't have to be that much more complex.
Customizable weapons sounds great. But it sounds like you're talking about having the player build the model of the weapon. Isn't that taking it a bit far? Even if you offered a thousand combination possibilities, most players are going to regard the same look as 'cool', and so most players will be weilding the same identical weapon anyways. I like the idea of building / designing the weapons, but I don't think it should be based on looks or model parts. The whole purpose of a weapon is to kill. Only kings and emperors care about how pretty their weapon is.
Perhaps if it was based on metal types and forging ability. It would also be possible to draw the shape of a blade and handle (this would be mostly unreasonable in any MMO type game). The color and look of the weapon, other than it's shape, should be from the metal types. As well as it's weight, damage, and other little details.
Quote:13) Game engines that handle reputation stupidly. Say you kill some monster that's harassing some village, completely by yourself out in the middle of nowhere, and by the time you can make it to the nearest town, everybody somehow magically knows that you killed the monster, as if they were watching it on TV or something. Right.
I think all games of any decent length must handle reputation stupidly. What is your suggestion in handling this situation?
Quote:15) Games (such as Diablo 2) when they give numbers (especially percentages) for an item that don't really tell you any more than you knew to begin with. Example: What does 10% faster hit recovery even mean? 10% faster than what? .. Annoyingly vague.
10% faster means you recover in 90% of the time. Makes sense? Whether it's stackable or not isn't really an issue with displaying percentages, as any type of representation would be just as vague. Perhaps a suggestion on how to improve this as well?
Quote:16) How in games like Diablo 2, your skills give you less and less additional benefit each time you put a new level into them. After a while, it's almost like, what's the point? Especially since the monsters don't seem to gain skills in such a diminishing fashion.
That's just life. If you start practicing with a gun right now, next week, you'll most likely double or tripple your ability. A week after, you will not make the same progress. Eventually you will not learn anything new at all. Mastering anything requires devotion and obsession. Monsters are supposed to be tough. Otherwise, everyone would be a hero [wink]
Quote:22) When potions get used up in one drink when the player needed far less health etc than what the potion could optimally provide. Each potion bottle should "remember" how much liquid has already been consumed from it. Preferably, bottles should be able to be mixed, such that one partially-filled bottle can "top off" another partially filled bottle of the same type of potion.
Again, what are you suggesting? That the player choose 1/3 or 1/2 from a selection menu every time they down one? What if 1/8 is more than they need? I don't see much improvement over just having a hundred tiny bottles.