Author Topic: Final version improvement checklist.  (Read 20102 times)

0 Members and 2 Guests are viewing this topic.

Cymro

  • Come-Row My Boat
  • Grandmaster Knight
  • *
    • View Profile
  • Faction: Khergit
Re: Final version improvement checklist.
« Reply #15 on: May 12, 2008, 03:22:42 PM »
I definitely agree with the whole nocking thing. Once you have an arrow nocked on the bow, you will be able to shoot straight away, even if you have been knocked down after being hit (as it stands, being hit seems to be a cue for taking the arrow off the bow :P).

Some other,  minor things that don't warrant a thread:

Bow trembling
Instead of having a random element every time you shoot, which isn't really that fun, there should be some minor trembling of the archer's arm (surprisingly little is needed to seriously affect the accuracy - about a centimetre off when aiming can lead to up to a metre off at 18m). This would mean that, with sufficient skill, you may be able to counteract the effects of having a low archery skill by moving the mouse in a different direction. When riding on a horse, the effect would be greater. As your archery skill, PD and Strength increase, the effect lessens.

Limited draw time
As it stands, you can draw the bow for an unlimited amount of time (of course, it's only accurate enough for melée by about 5 seconds). The more powerful bows (PD3 and above) should only let you draw for about 10 seconds (if you have a PD of 5 or so). Coupled with the above, it could make archery more versatile - that is, you can hold it for longer if you can counteract the trembling, instead of letting go after a second or two because the current aiming system makes chance come into it.

Red River

  • Knight at Arms
  • *
    • View Profile
  • Faction: Neutral
Re: Final version improvement checklist.
« Reply #16 on: May 12, 2008, 09:29:43 PM »
Trainin' Ground:

make it accessable thru Camp instead of scatterin' over the map.

Re: Final version improvement checklist.
« Reply #17 on: May 13, 2008, 05:15:44 AM »
-After battle, you should have the option of killing the enemy wounded in case you don't have room for them in your prisoner qeue

-Weapons and armor should be degradable; lances should break easily when used from horseback, and wooden weapons should when they are used to parry

-Each weapon should have a parry rating

-There should be a parry skill similar to the shield proficency skill, or an all inclusive blocking skill for using both weapons and shields

- Once you get really rich and powerful, you should be able to have smiths make armor specifically tailored to your character

- You should be able to customize your character's height and body type and recieve bonuses or penalties based on your specifications; ex., if you make your character really big and fat, he could get a starting bonus to his strength but a penality to his agility or running speed, or perhaps giving your character ugly facial features could increase his persuasion skill but decrease his charisma.

- It would be cool to have more involvement with the taking of prisoners: you have to leave a few soldiers behind every battle to guard the prisoners while you fight, you can use prisoners to help in counstruction projects, and you have to buy shackles and rope in order to keep them from running away at night.

redcap036

  • Recruit
  • *
    • View Profile
Re: Final version improvement checklist.
« Reply #18 on: May 13, 2008, 07:08:41 AM »
 :oops:This might sound a bit lame, But what I would like to see fixed up is the ability to open a window by pressing a key and being able to close it by the same key, not having to grab and move the mouse down to the close button.

E.G. some time I just want a quick look at my party screen so I press The "P" key, it would be cool to just be able to press it again to close.

Alot of games have this implemented in there games and it makes the game a lot more free flowing and quicker to play, especially if your use to having this in game from other games, in M&B I have to keep reminding myself use the mouse to close a window :roll:.

Also, long loading/ launching times, anyway to shorten this?
 at the moment I can go off and make a cup of tea while I wait,( no joke!)

thank's for listerning! :)

redcap036

  • Recruit
  • *
    • View Profile
Re: Final version improvement checklist.
« Reply #19 on: May 13, 2008, 08:06:40 AM »
Ok one more suggestion,

Enemies that camp! ok as players we can camp when we want, but I've never seen or come across an enemy camping in the open or anywhere, it would be a cool to catch a bandit force camping out and catch them a sleep as it were, little bugger are to fast when you got a large force with you, just a thought.

DamienZharkoff

  • Sergeant Knight
  • *
    • View Profile
  • Faction: Nord
Re: Final version improvement checklist.
« Reply #20 on: May 13, 2008, 08:23:10 AM »
1. Spot check deduction when camping

2. Temp pathfinding reduction when breaking camp (or some denars lost, supplies, etc)

3. Actually SETTING a time to camp (So lords and you would camp for however long you want and be disadvantaged when confronted when camping)

fanthor: and btw... one time i ordered my nords to use blunt weapons only... and after some minutes of afk.. 60% of the enemy is dead, and 40%unconcious.. Any explanation?
Ruthven: Cancer strikes again.

redcap036

  • Recruit
  • *
    • View Profile
Re: Final version improvement checklist.
« Reply #21 on: May 13, 2008, 09:39:44 AM »
1. Spot check deduction when camping - wouldn't you have guards posted and I would make it that you get a bonus or a penalty, depending where you camped.

2. Temp pathfinding reduction when breaking camp (or some denars lost, supplies, etc)- definetly have a lose of suppiles, your men had bigger meals and are better rested, same as the horse, so I would give a bonus to morale and pathfinding for the first half the day.



DamienZharkoff

  • Sergeant Knight
  • *
    • View Profile
  • Faction: Nord
Re: Final version improvement checklist.
« Reply #22 on: May 13, 2008, 10:19:18 AM »
to the first, Yes you would have gaurds, but I'm sorry you wouldn't have as many eyes as you would when traveling

to the second, I meant more for BREAKING camp (As in running suddenly from approaching enemies, this would go along with the choosing a sleep time instead of just waiting until the player clicks) Though the addition idea I DO like

fanthor: and btw... one time i ordered my nords to use blunt weapons only... and after some minutes of afk.. 60% of the enemy is dead, and 40%unconcious.. Any explanation?
Ruthven: Cancer strikes again.

redcap036

  • Recruit
  • *
    • View Profile
Re: Final version improvement checklist.
« Reply #23 on: May 13, 2008, 10:58:41 AM »
to the first, Yes you would have guards, but I'm sorry you wouldn't have as many eyes as you would when traveling- this could still depend on how well trained your guards/troops are..and how well trained the enemy sneaking up on you are trained, just a thought.
to the second, I meant more for BREAKING camp (As in running suddenly from approaching enemies, this would go along with the choosing a sleep time instead of just waiting until the player clicks) Though the addition idea I DO like- ok i get you, but as above, it should depend on your troops training and the enemies training, having a flat rate penalty or bonus could unbalance the game a bit.



DamienZharkoff

  • Sergeant Knight
  • *
    • View Profile
  • Faction: Nord
Re: Final version improvement checklist.
« Reply #24 on: May 13, 2008, 11:17:07 AM »
Oh as in ANY suggestion for an RPGesque game, its NEVER a flat rate

fanthor: and btw... one time i ordered my nords to use blunt weapons only... and after some minutes of afk.. 60% of the enemy is dead, and 40%unconcious.. Any explanation?
Ruthven: Cancer strikes again.

alh_p

  • Sergeant at Arms
  • *
  • My hope is forlorn
    • View Profile
  • Faction: Rhodok
  • MP nick: alh_p
Re: Final version improvement checklist.
« Reply #25 on: May 13, 2008, 11:40:05 AM »
When leveling up and modifying your stats, you should be able to "undo" your choices within the menu, or try out different options. E.g. +1 strength -> +1 power draw -> +x points in archery; but maybe, you then realise +1 agility -> +1 Riding -> ... is more suitable now.

This means that as when viewing party members, you shouldn't need to cancel the level-up (if you even can now), but have +/- control of all allocatable points untill you click "confirm". Obviously you cannot change point allocations from previous levels.

DamienZharkoff

  • Sergeant Knight
  • *
    • View Profile
  • Faction: Nord
Re: Final version improvement checklist.
« Reply #26 on: May 13, 2008, 12:01:28 PM »
When leveling up and modifying your stats, you should be able to "undo" your choices within the menu, or try out different options. E.g. +1 strength -> +1 power draw -> +x points in archery; but maybe, you then realise +1 agility -> +1 Riding -> ... is more suitable now.

This means that as when viewing party members, you shouldn't need to cancel the level-up (if you even can now), but have +/- control of all allocatable points untill you click "confirm". Obviously you cannot change point allocations from previous levels.
"Reset Changes"

fanthor: and btw... one time i ordered my nords to use blunt weapons only... and after some minutes of afk.. 60% of the enemy is dead, and 40%unconcious.. Any explanation?
Ruthven: Cancer strikes again.

redcap036

  • Recruit
  • *
    • View Profile
Re: Final version improvement checklist.
« Reply #27 on: May 13, 2008, 12:59:12 PM »
Oh as in ANY suggestion for an RPGesque game, its NEVER a flat rate

 :shock: umm.... yeah!???

DamienZharkoff

  • Sergeant Knight
  • *
    • View Profile
  • Faction: Nord
Re: Final version improvement checklist.
« Reply #28 on: May 13, 2008, 01:23:30 PM »
Oh as in ANY suggestion for an RPGesque game, its NEVER a flat rate

 :shock: umm.... yeah!???
Umm...yeah what?

Whenever you suggest ANYTHING for a RPG game it should fluxuate throughout the game

fanthor: and btw... one time i ordered my nords to use blunt weapons only... and after some minutes of afk.. 60% of the enemy is dead, and 40%unconcious.. Any explanation?
Ruthven: Cancer strikes again.

Mushroom911

  • Recruit
  • *
    • View Profile
Re: Final version improvement checklist.
« Reply #29 on: May 13, 2008, 08:17:56 PM »
Ooh, i have an additional idea...... anyone find it annoying that after you fight battles you can loot the battle ONCE and then never again?



how about being able to lot battlefield markers? or something like that.