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Aganazer
02-04-2010, 10:56 AM
One feature I would like to see is markers on the map. Maybe I'm an idiot and didn't notice them, not sure, but if there aren't any, I'd love to see some. Its really just the stairs and town portal that are important, the rest is best off shrouded in mystery. If something happens like a town attack while you're in a dungeon it can be difficult to remember where that portal was. Going back to the stairs down after exploring a level can be difficult. I know I had a few un-fun moments looking for these things.

The other thing I'd like to have is probably best created by fans. A character build planner would be nice. Knowing how many skill points it would take for some interesting builds would help me plan out some interesting characters. Considering how awesome and varied character creation and development is, I can see the need for a planning tool of some sort.

Shadow
02-04-2010, 11:04 AM
The stairs up, stairs down, the level's gate, the players, and soul stones will all show up on the world map.

Aganazer
02-04-2010, 11:18 AM
The stairs up, stairs down, the level's gate, the players, and soul stones will all show up on the world map.

Strange, not sure how I missed them. I'll check again tonight.

I think the wife is convinced that she should be playing coop with me. I can't wait!

Aganazer
02-04-2010, 12:49 PM
Here is another idea although it would probably be way too late in development to add something like this.

Have the player travel through the woods between towns after you have 'saved' a town. After its 'saved' the gate unlocks and the player can head out. Almost like how pre-overworld Mythos had you travel between towns. Its just some random outdoor levels to keep the player immersed in the game world rather than towns feeling like separate scenarios.

Maybe we can see this in the X-pac when Din's god brother O-Din wants a crack at messing with our lives. :)

Cadfan
02-04-2010, 01:30 PM
A log of what quests were created in a given town, and then when they were solved, creating a sort of timeline, would be pretty cool. It would be even nicer if it were saved over time.

The Bird Flu
02-04-2010, 10:59 PM
A log of what quests were created in a given town, and then when they were solved, creating a sort of timeline, would be pretty cool. It would be even nicer if it were saved over time.

I agree. A sort of stats page showing time played, number of quests completed, number of monsters killed, number of times player died, etc would be wonderful.

Also, I'd love to see a morgue file and ghosts in hardcore mode :)

incognoscente
02-04-2010, 11:09 PM
Bird Flu: Some of that stuff is already in the character's journal (press the J key).

The morgue sounds fun though.

The Bird Flu
02-04-2010, 11:12 PM
Bird Flu: Some of that stuff is already in the character's journal (press the J key).

The morgue sounds fun though.

Ahh very good. I've yet to really tear into it yet. I expect a late night tonight though!

Cadfan
02-04-2010, 11:16 PM
I was thinking of more of a storyline. Auto generate a sentence for each major event that occurred during a particular town's plotline, and string them together into a timeline or journal entry. Make it possible for the players to edit and type their own entries, and players will have a great time creating their own stories about each town.

icekrystal10
02-04-2010, 11:54 PM
I am in favor of the stat page and completed quest log ideas.

Edit: Oops, not sure how I missed the post above saying I could press the J key.

Shadow
02-05-2010, 09:54 AM
Like someone mentioned there is a journal that has a lot of stats in it already.

A log would be pretty cool. If we saved out all the quest announcements that get printed in the text block in the lower left, would that work?

Cadfan
02-05-2010, 10:23 AM
1. Save the quest announcements.
2. Then add a log of quest completions.
3. Then, if possible, let players add their own entries or save the entire log to a text document.

Aganazer
02-07-2010, 11:04 AM
Some more ideas that probably wouldn't require too many hours to implement.

1. Some way to feel more invested in the town and its security. Hire guards, set up defensive totems, lay traps, or even an early warning system (watchman). It would be like town-attack insurance. In the case of hiring guards, it gives the player a way to recoup the town's redshirt population.

There have only been a couple games like this where there can be town attacks. Hinterlands is the big one that comes to mind. In that one you could even equip the townsfolk and assign them to specific jobs.

2. Related to idea #1, add mercenaries to the dungeons. You find them in the same way you find random vendors at about the same rarity. You can then hire (pay) them to either guard the town or guard you for some period of time.

If you hire them to guard you then they act just like an escort except they only last for about 30 minutes before they thank you and go away.

3. Add sub-levels. While exploring a dungeon level you may find an entrance to a special level that has some bonus like extra equipment drops, extra gold, extra treasure rooms, or some other bonus. It doesn't even need to be a good bonus. Maybe all item drops are cursed, or its unstable and has earthquakes and cave-ins more frequently. As long as it uses a different graphic tileset it would add some variation to the dungeoning. IIRC Torchlight had something like this.

Cadfan
02-07-2010, 03:25 PM
I thought of a feature I'd like to see.

Right now a single assassin can wipe out a town, or come close to it. Then a later assassin has a very easy job of killing off enough townsfolk to trigger the loss condition.

Why not make quests to obtain new townsfolk? We already have quests to obtain new quest givers and vendors, why not a quest to get new immigrants?

If I were to really ask for the moon, I'd also like to see quests to let you arm or armor the townsfolk, to make them better able to resist raids. Would it be possible for a quest, say, a quest on behalf of the weaponsmith, to give all the townsfolk an extra NPC level or something?

It would be really neat to get more positive quest rewards. The typical quest reward is money, experience, reputation, and not having something horrible happen. Having something nice happen would be cool too.

Shadow
02-07-2010, 05:36 PM
Why not make quests to obtain new townsfolk? We already have quests to obtain new quest givers and vendors, why not a quest to get new immigrants?

It would be really neat to get more positive quest rewards. The typical quest reward is money, experience, reputation, and not having something horrible happen. Having something nice happen would be cool too.

People you rescue do get added to the town.

I definitely agree with the more positive rewards. There are some already, but I would like to have more.

Aganazer
02-08-2010, 10:56 PM
I was just playing a character that is a Gladiator/Druid that specializes in Crushing Blow using the Gladiator skill and Druid's Kodiak. Is there any way to find out what my final Crushing Blow chance is against even level MOBs?

I was using a 5 minute buff and I couldn't find the time remaining on the buff. Is there any way to see how much time is left on a buff?

Lyranaar
02-09-2010, 08:59 AM
One feature I miss quite often is the ability to pause the game globally.

It really would be great to be able as Server to pause the complete game. This is not meant to change stuff while pausing, there are just many RL situations for some players that can interrupt the best session. (telephone, pets, kids, you name it)
At the moment you can only emergency exit. This could be added eg. to the multiplayer icon on the right upper side of the screen.

Or is there a function like that already?

Aganazer
02-09-2010, 09:33 AM
One feature I miss quite often is the ability to pause the game globally.

It really would be great to be able as Server to pause the complete game. This is not meant to change stuff while pausing, there are just many RL situations for some players that can interrupt the best session. (telephone, pets, kids, you name it)
At the moment you can only emergency exit. This could be added eg. to the multiplayer icon on the right upper side of the screen.

Or is there a function like that already?

I was just thinking the same thing. :)

My life is full of micro-interruptions where its not quite long enough to save & exit, but it is long enough for a few precious seconds to tick away at those quest timers.

Neophyte Coprolite
02-09-2010, 11:09 AM
I was just thinking the same thing. :)

My life is full of micro-interruptions where its not quite long enough to save & exit, but it is long enough for a few precious seconds to tick away at those quest timers.

As far as I know you can pause the game by hitting the letter P. The same with DoP. Hope that helps.

Aganazer
02-09-2010, 11:45 AM
As far as I know you can pause the game by hitting the letter P. The same with DoP. Hope that helps.

I don't think you can pause at all in multiplayer. Its kind of a double whammy since you have more people and more interruptions, yet no way to pause like you can in single player with fewer interruptions.

Save & Exit is the only pause I know of and it takes a couple moments to set back up and get going when you're ready to resume. Its overkill for bathroom breaks, disruptive pets, getting snacks and drinks, phone calls, etc.