Finished the game, couple comments/suggestion to book 2
Posted: February 3rd, 2008, 12:41 pm
Alchemy:
- components tend to eat too much room in inventory. Might be a good idea to add containers in inventory (ie: bag for alchemy components)
- player should be able to replace item enchantment with more powerful one (if weapon has +1 dmg enchantment, +2 and +3 enchantment should replace it)
- add more imbue recipes (magical damage, ability to imbue certain spells to items, etc..)
- Might be a good idea to change alchemy so that you need to find a recipe for potion/imbue/oil before you can create that item. And ofcourse add alchemy recipe book in game which lists all found recipes. So instead of finding Alchemy Cookbook XYZ which lists bunch of recipes, you would find recipe that teaches you single potion recipe (for example: mana potion). Current system is kinda glitched because if you (the player) remember formula for potion, you (the ingame character) doesnt need to know it.
Automap:
- Automap is pretty awesome (cartography+mapping), but it could use ability to add notes on automap (maybe tie adding of map notes to some cartography skill level)
- allow viewing of maps for different area (ie: if youre in rotwood, you could view map of salted coast if you wanted to)
- add world map mode to cartography system (ie: game draws world map as you travel)
Inventory & Items:
- Add autostack
- When identifying items, game should remember items that are already identified once.
- Add new equipment slot: back. Thats because hassling with shield is plain annoying (for example: cant switch to ranged weapon if you have shield equipped). Make it so that character automatically places shield to his/her back when ranged weapon is equipped. And when shield+weapon is equipped, bow goes to back slot.
- Make it possible to drop torches (atleast i didnt find a way to get rid of them except using them until they go poof)
- Add keyring (..to save inventory space)
Magic:
- elemental magic is underpowered (read: plain crap). Way too much sleeping, sucky spell damage, spells dont scale (skill+attributes+new spells).
- theres too few spell quickslots. Add shift and control modifier to 1...0 buttons to increase number of quickslots to 30 (or just add graphical quickbar with plenty of slots in game UI)
- EDIT: currently somatic requirement for casting spells is completely pointless and only creates bit of annoyance (constant hassling with shield/weapon/gaunts to be able to cast spell) because theres no penalty for inventory manipulation. Either remove somatic requirement from spell system, or make it so that equipping items count as a turn (if you manipulate your inventory while in combat, monsters kick your ass while youre doing it)
Monsters:
- Add more monster variety (game was severly lacking spellcaster mobs)
Bugs:
- If you click some item in inventory, so its not on your character or in the invventory (ie: following the mouse), it disappears if you quicksave the game. This is present in v1.04 (windows)
Other stuff:
- Add factions in game. Do favours for faction A and faction A becomes your friend (with rewards/quests and stuff) and faction B becomes your enemy.
- Add guilds in game (join fighters guild to get some unique skills/abilities for example, get unique quests, get reduced prices for equipment in the guild, and so on...)
- components tend to eat too much room in inventory. Might be a good idea to add containers in inventory (ie: bag for alchemy components)
- player should be able to replace item enchantment with more powerful one (if weapon has +1 dmg enchantment, +2 and +3 enchantment should replace it)
- add more imbue recipes (magical damage, ability to imbue certain spells to items, etc..)
- Might be a good idea to change alchemy so that you need to find a recipe for potion/imbue/oil before you can create that item. And ofcourse add alchemy recipe book in game which lists all found recipes. So instead of finding Alchemy Cookbook XYZ which lists bunch of recipes, you would find recipe that teaches you single potion recipe (for example: mana potion). Current system is kinda glitched because if you (the player) remember formula for potion, you (the ingame character) doesnt need to know it.
Automap:
- Automap is pretty awesome (cartography+mapping), but it could use ability to add notes on automap (maybe tie adding of map notes to some cartography skill level)
- allow viewing of maps for different area (ie: if youre in rotwood, you could view map of salted coast if you wanted to)
- add world map mode to cartography system (ie: game draws world map as you travel)
Inventory & Items:
- Add autostack
- When identifying items, game should remember items that are already identified once.
- Add new equipment slot: back. Thats because hassling with shield is plain annoying (for example: cant switch to ranged weapon if you have shield equipped). Make it so that character automatically places shield to his/her back when ranged weapon is equipped. And when shield+weapon is equipped, bow goes to back slot.
- Make it possible to drop torches (atleast i didnt find a way to get rid of them except using them until they go poof)
- Add keyring (..to save inventory space)
Magic:
- elemental magic is underpowered (read: plain crap). Way too much sleeping, sucky spell damage, spells dont scale (skill+attributes+new spells).
- theres too few spell quickslots. Add shift and control modifier to 1...0 buttons to increase number of quickslots to 30 (or just add graphical quickbar with plenty of slots in game UI)
- EDIT: currently somatic requirement for casting spells is completely pointless and only creates bit of annoyance (constant hassling with shield/weapon/gaunts to be able to cast spell) because theres no penalty for inventory manipulation. Either remove somatic requirement from spell system, or make it so that equipping items count as a turn (if you manipulate your inventory while in combat, monsters kick your ass while youre doing it)
Monsters:
- Add more monster variety (game was severly lacking spellcaster mobs)
Bugs:
- If you click some item in inventory, so its not on your character or in the invventory (ie: following the mouse), it disappears if you quicksave the game. This is present in v1.04 (windows)
Other stuff:
- Add factions in game. Do favours for faction A and faction A becomes your friend (with rewards/quests and stuff) and faction B becomes your enemy.
- Add guilds in game (join fighters guild to get some unique skills/abilities for example, get unique quests, get reduced prices for equipment in the guild, and so on...)