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Author Topic: How could Adventure mode be improved for you?  (Read 14670 times)

saurio

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Re: How could Adventure mode be improved for you?
« Reply #15 on: March 16, 2012, 06:56:21 pm »

My first wish would be for civs to build proper settlements for their kind: mountainhomes, forests retreats etc, like they used to do in 40d iirc. I miss hunting elves.
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SuicideJunkie

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Re: How could Adventure mode be improved for you?
« Reply #16 on: March 16, 2012, 10:42:04 pm »

I'd say:
1) Accessible, but difficult to afford, high quality gear.
2) Some wear on your (and other's) gear to generate turn-over in items.

For example, if you come across a bandit, and proceed to Dark Knight him with your +steel short sword+ before bisecting his torso, then the bandit's copper chain mail should be left uselessly tattered afterwards.
If you clobber him with your silver warhammer, it should do some nice damage, but the weapon would become heavily worn/damaged in the process due to the softness of the metal.

Also, you should be able to actually find and buy that +steel short sword+, but it should be expensive in terms of effort. 
High quality stuff should have actual value.  It should feel like an accomplishment, even if it isn't bragged about when meeting adventurers.

Grabbing an armful of silver weapons from the catacombs and dumping them on the weaponsmith cheapens the value of the acquisition.  Buying up the most expensive sword in town with the proceeds of a single Vampire's severed left hand has a similar problem.

Perhaps that means requiring that most merchants don't accept your bloodstained loot, and you have to pawn off equipment at far below market value unless you legitimately own it, or perhaps just used stuff taking a very quick price hit.
Such as: Brand new = 100% price, barely scuffed = 33% price, worn or worse = scrap material value.

That would let you get your money back on pristine items if you mistype, without making it trivial to buy out the whole shop with the loot from a quest or two.
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malvado

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Re: How could Adventure mode be improved for you?
« Reply #17 on: March 16, 2012, 11:24:50 pm »

Id like :

*Ways to handle : Vampyrism , any form for Were-ism and obviously removing curses.
*Some point of medical care and healing in temples for a fee. (get those limbs back for a lot of money).
*A way to know which way the enemy is facing easily.
*More uses for stealth and silent killing.
*Thievery (pick pockets, pick locks (with an skill) , disarm traps and putting out your own traps).
*Taking over an temple , fortress etc that you have found and defending it later.
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Urist McDagger

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Re: How could Adventure mode be improved for you?
« Reply #18 on: March 17, 2012, 02:35:29 am »

Inventory screen improvements.
Some way to sort it, at the very least. It doesn't matter if that's by material, quality, or item type. It just needs to be efficient enough to let you spend more time killing things than finding all of your <<+iron right gauntlets+>>.

Some sort of search string to find exactly what you're looking for.

Setting all of your worn/held equipment at the top of the list, preferably in a set order, with your weapon automatically going to your main hand.

Showing how much you can still wear on each body part.

If Toady implemented any of these, then the loot sorting period between adventures would be much less tedious.
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poisoned_salami

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Re: How could Adventure mode be improved for you?
« Reply #19 on: March 17, 2012, 03:04:47 pm »

simply put, the ability to mine ores, chop trees,  and use stuff like workshops would be pretty cool.

you basically run a one-man fortress. 8)
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crazyjake56

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Re: How could Adventure mode be improved for you?
« Reply #20 on: March 17, 2012, 03:29:32 pm »

Lowered vampire/werething frequency by default.
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Fishybang

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Re: How could Adventure mode be improved for you?
« Reply #21 on: March 17, 2012, 04:30:14 pm »

I know its called adventure mode but i want a to be able to play it sort of like thesims.

Like your able to build a house, make a farm, have a family, have pets and start a business.
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NW_Kohaku

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Re: How could Adventure mode be improved for you?
« Reply #22 on: March 17, 2012, 04:36:03 pm »

I had a thread about this a while ago, but what would really make me feel like Adventurer Mode was worth it is if I could somehow actually get a sense that my character actually was involved in a story and mattered somehow. 

Right now, you have random no-name adventurers that plop in out of nowhere with no personality or backstory and you basically can do nothing but kill other creatures that have some actual place in the world.  Everything just sort of stands around waiting to die and death is the only meaningful thing that occurs... but if it's just the only thing they're waiting for, even the death doesn't seem meaningful.

I don't think I could grow attached to Adventurer Mode until the game really, seriously, starts adding some meaningful character personality into the game to make me see a real character rather than Random Peasant #132518 whose death will be completely meaningless.

I'm honestly not sure that day will ever come.  I don't think anything DF has ever produced has come anywhere even close to passing a Turing Test, or ever will.
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Mookzen

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Re: How could Adventure mode be improved for you?
« Reply #23 on: March 17, 2012, 05:00:29 pm »

Continued worldgen during play, everything else is details.
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nenjin

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Re: How could Adventure mode be improved for you?
« Reply #24 on: March 17, 2012, 05:19:50 pm »

That would likely add loading times to some aspect of the game. Consider how long it takes world gen to work through even 1 year after 250s of history. Simulating all that and syncing it to your game folder could not be done seamlessly.

What might be doable though is if he rolls history forward a little bit when you retire or die. That might be a little more reasonable.
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Mookzen

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Re: How could Adventure mode be improved for you?
« Reply #25 on: March 17, 2012, 06:30:01 pm »

That would likely add loading times to some aspect of the game. Consider how long it takes world gen to work through even 1 year after 250s of history. Simulating all that and syncing it to your game folder could not be done seamlessly.

What might be doable though is if he rolls history forward a little bit when you retire or die. That might be a little more reasonable.

Even if it happens on a superficial level, say some time worth of gen at the end of each game week, month or year so the world can 'catch up' to player time, essentially to gen for the same time period as has passed. Perhaps ignoring all areas and actors interacted with untouched until the next gen cycle later, which will then naturally include consequences of action.

Even if the player has no chance to see history happening before his eyes, such progression would add so much more meaning and life to the world. As it stands, adventure mode, and to an extent DF in general, is like an elaborately built ship that never touches water, a mere shell of its potential glory collecting dust in drydock, impressive functionality left unused, purpose defeated. It seems like we keep decorating the cabin and detailing the sails for years and years and, truly, it's nice but isn't it time to start putting the 'simulation' into this simulation or are we content with current picturebook-of-the-past-static-lifeless-no-consequence state of affairs ?  Most of the work is done, why not use it.
« Last Edit: March 17, 2012, 06:42:50 pm by Mookzen »
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nenjin

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Re: How could Adventure mode be improved for you?
« Reply #26 on: March 17, 2012, 07:04:20 pm »

Well, show me one mainstream or indie RPG where the whole world is moving around the player in constant flux, accepting their inputs and reacting to them, that's got somewhere close to the scale and depth of DF. DF history isn't exactly all that detailed to begin with, all these "soandso attacked soandso in the 4th rampage of soandso" are all highly abstracted.

When the army arc comes we will be seeing armies move around in adventure and fort mode, and that implies the world will in some sense be moving along. But that's why it's its own arc. I still don't think it's very realistic for the vast majority of world gen: mega-beasts, night creatures, ect... to continue functioning after world gen. Because if the player is there to witness the details, a lot of that abstraction has to be changed for our benefit. And when you multiple that by several hundred thousand NPCs that have to be checked for what they're going to do each month.....you're talking about orders of magnitude more time spent with every year figuring out what people will be doing, than you would in world gen. If you want to take that a level deeper where everyone in a city is doing their own thing rather than just generally standing around....the overhead becomes enormous.
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

RenoFox

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Re: How could Adventure mode be improved for you?
« Reply #27 on: March 17, 2012, 07:21:01 pm »

I think the adventure mode needs more things to work towards. I played Diablo II lately, and thought that the somewhat plentiful semiartifact equipment would fit the DF adventures too.

I'm looking forward to personality rewrite too, since adventuring with people with their own goals and ideals would be more memorable than obedient cannonfodder. The simplest requirement would be giving them equipment though, leaving behind wagonloads of weapons and armor seems stupid when your companions dont wear the minimum requirements for survival.

CursedBurger

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Re: How could Adventure mode be improved for you?
« Reply #28 on: March 17, 2012, 07:59:25 pm »

Why not just ask for all of Fort mode to be imported into Adventure mode while you're at it?

Well, now that you mention it, this is what I'd like in Adventure mode (civilians running around doing work).
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Cromage

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Re: How could Adventure mode be improved for you?
« Reply #29 on: March 17, 2012, 11:06:25 pm »

1) non-fail inventory organization, including reasonable stacking and searchable inventories.
2) party management, aka giving your doods simple orders like "go there," "kill that," and "leave that groundhog alone."
3) improved shops

...

...

...

Way down on the list,

4) buying castles to store your stuff in/stock with completely non-functional people that you could eventually convert into fortress mode. Because that would be HELLA AWESOME
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