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  1. #1

    Some ideas of mine

    Is there a reason we can only pick certain skills when we create our character? I've found myself re-rolling my guy a few times because I was figuring out how the game works.

    Hear me out:

    Personally, I think this game's system should give you all the tradeskills at the beginning. Don't change the rates at which you gain skills or anything like that, but let people do as much as they want. I would think a system like this would go more with the intended feel of the game. The game is intended to give the player a very real sense of freedom as far as I can see, so why bottleneck us into one or two sets of skills? For instance, if someone decided to be the traveling basket merchant who was also an amazing hunter crafting his own equipment along the way, they could do it. This would also eliminate the need for multiple characters, thus allowing someone to gain a "reputation".

    Which kinda brings me to a new idea: Are we going to be able to raise livestock at any point in time? This could obviously be a complex game mechanic, so if polished enough, I believe it would add a lot of depth to the game. Different animals could have better/rarer hides, be tastier or more filling, etc. You could hire a woodworker to build you a fence to keep your livestock inside. I just see this adding lots of extra possibilities to the game.

    And another idea: What about farming and planting crops? This goes without saying that it could add a lot of depth to the food supply of a town. Some people could choose to be farmers and city folk, some could be part of the crafting industry, some could be hunters, some could be warriors, etc. Rival tribes could come burn your crops if they've officially declared war.

  2. #2

    Re:Some ideas of mine

    good suggestions travdoty, like them.

  3. #3

    Re:Some ideas of mine

    I totally agree with the farmin idea.

    Your first idea is good too. But if implemented some things have to be kept in mind.
    Specialists are necessary, if everybody can do everything good at the same time the game is pretty much pointless.
    If you want some kind of market you need some demand.
    And you dont have it if everybody is good in everything.
    So you need to have many skills (50). And skill decay or cap has to be implemented in a way that you can only be expert in about 5-10 of them. So that social interaction is required.

    But i totally agree with you that if they implement 50 skills in total and 25 in crafting, 1 learnable crafting skill is way to less.

  4. #4

    Re:Some ideas of mine

    You're right. Obviously, some game mechanic would have to be in place to stop it. Maybe you could have one that you still pick at character creation where you gain skill points in it. The others will still be available to you but you will advance much slower or have a lower skill cap (or both).

  5. #5

    Re:Some ideas of mine

    If I remember correctly, when books are introduced and/or when teaching is implemented you can learn any skill you want, but It will be governed by a soft cap.
    There is the high level design of a gameplay mechanic. Then there is what everyone does in spite of it.

  6. #6

    Re:Some ideas of mine

    Just thought of another idea: What if a woodworker could fashion you a horse-drawn cart to carry supplies? Once he advances further he could make bigger and better carts. This could be useful if say I'm out collecting resources away from my home/town and I wanted to haul them all back somehow. Once you craft the cart, you could attach it to your horse, mount the horse, and away you go. As for putting items in the cart in the first place, you could right click it and hit "open". A window could pop up and have X amount of slots to put stuff in (cloth scraps, a weapon, etc). Once placed in the inventory of the cart, you would then be able to physically see some sort of graphical representation of the item in the back of the cart. Maybe you could also transport people? That would be cool if you were a tribe getting ready to attack another tribe and you wanted to bring many people there faster than they would get there running (which would also waste a lot of energy). I guess they would also have to implement horses for this to work. Maybe you could pull the cart yourself until you obtain a horse from one of your friends who happens to be an animal tamer? Obviously a self-pushed cart would have to be much smaller than a horse-drawn one. A traveling merchant could also travel around with such a cart and maybe be attacked by players and have his cart raided for it's contents(but not stolen). Allied tribes can also trade supplies in this manner rather than hauling each individual piece over.

    What do you guys think?


    **edit**
    Oh, and to add to the farming idea I mentioned. Maybe either different types of terrain would grow certain crops more efficiently or even make it to where certain types of terrain are simply good farmland and some just isn't.

  7. #7

    Re:Some ideas of mine

    travdoty wrote:
    Just thought of another idea: What if a woodworker could fashion you a horse-drawn cart to carry supplies? Once he advances further he could make bigger and better carts. This could be useful if say I'm out collecting resources away from my home/town and I wanted to haul them all back somehow. Maybe once you craft the cart, you can right click it and hit "open". A window could pop up and have X amount of slots to put stuff in (cloth scraps, a weapon, etc). I guess they would also have to implement horses for this to work. Maybe you could pull the cart yourself until you obtain a horse from one of your friends who happens to be an animal tamer? A traveling merchant could also travel around with such a cart and maybe be attacked by players and have his cart raided for it's contents(but not stolen).
    Yeah, I had brought this up a while back... this would be amazing idea. You could have different levels of wagons, basic which only carries resources to the more elaborate that would allow you to sleep, cook, and carry containers within the wagon.

    Same idea would work for canoes to river rafts. A canoe would be used for travel and some goods, where a river raft would allow you to travel greater distances, carry containers, cook, fish, and rest.

    Farming in certain parts of the lake area would be viable I think, but its not that far from one part of the lake to the other, so climate and soil might not be that different, thus crops grown in the south could probably be grown in the north.

    However,

    A mine is something way different, say silver is discovered in the area but only at 2 or 3 locations. NOW there is something to fight over control of, not to mention a reason to trade for some silver, or iron, or copper, or gold, or coal. The possibilities there are limitless imho.

  8. #8

    Re:Some ideas of mine

    would add logistics to the game witch means trade routes ect

    i drool at the idea of starving a tribe into submition
    Regards
    Head Test Developer
    Community liaison

    Website: www.xsyon.com
    Email: dezgard@notorious-games.com

  9. #9

    Re:Some ideas of mine

    I really like the canoe and river raft ideas! Total Huck Finn status =P

    But yeah, I edited the post you just quoted because I thought of more to add to it, so check it out again. Hopefully the devs will look at this post and see our ideas and give us some sort of response to whether or not they like them =)

  10. #10

    Re:Some ideas of mine

    yooh, swimming stuff would be absolutely great, canoes, or rafts - think there was a post a long time ago about this too -. personally for my state of 'feel good' as I always was a water-rat I'd love this kind of 'settlement' - water world lol.

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