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Author Topic: Adventurer suggestions  (Read 1895 times)

ZM5

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Adventurer suggestions
« on: May 11, 2015, 04:48:31 am »

A couple of suggestions I have about adventure mode, I assume other people have made suggestions like this as well (and I imagine some of these are already planned):

1. Slaughtering entire towns shouldn't be unnoticed and unpunished: players should be able to become enemies of entities by commiting crimes against them, gaining notoriety similar to megabeasts and bandits - people might hunt you down for killing their relatives, even if they're civillians and not soldiers, and other adventurers you play as might gain quests to kill other adventurers who've gone rogue. Consequently, enemies of the civilizations you've angered will treat you as an ally.

2. Being able to hire mounts like horses or any other mount used by a civ to travel faster, maybe adding more possible attacks while mounted.

3. This is less a adventure mode specific suggestion and more of a general one, but adding more possible attacks to wrestling that you can learn when achieving higher skill levels, like driving your opponents head into the ground, snapping necks, piledrivers, or tearing off limbs (and perhaps organs) if you're strong enough. Perhaps similar could be done for other weapon skills, adding new ones besides, for instance, regular slashing and stabbing.

4. Aiming throws and ranged attacks at specific body parts, also aimed wrestling throws.

5. Being able to craft items, weapons, decorating items with bones and other parts. Also adding objects that add more attacks to weapons, like spikes to shields that allow jabbing. This should also be added to modding so that things like shields can have more attacks by default other than striking, and items that are equipped and not held in the hands could also give additional attacks, i.e spiked gauntlets that can cause puncturing damage or horned helmets that allow goring.

6. NPCs eating and drinking - so you can, for instance, you could join people in taverns and get royally plastered to celebrate killing a megabeast. Also, to add to this, you could poison someones food with snake venom or forgotten beast extract in order to kill them more discreetlly. Extracting poisons would be a skill adventurers could start with or learn.

7. You should be able to get positive notoriety easier, especially for killing megabeasts. Also lords and other officials should be able to join the player if the issue of the matter concerns them personally - it's somewhat jarring to learn from a lord that their son or nephew has been kidnapped, yet when you ask them to join you in order to save them they say they have no interest in your objectives.

8. Zombies raised by friendly necromancers should also be friendly to the necromancers allies instead of trying to kill everyone. Also, zombies should be able to take orders and equip items. Perhaps add a tag that lets creatures understand orders even if they can't speak? That would also help make way for taming animals. Also necromancers should have an interaction that lets them instantly deactivate their zombies - basically it kills them without damaging the body.

Right now that's all suggestions I have, I'll add more when I think of them. Feel free to express your opinions or add ones yourself - I'll attach them to the OP.

Neonivek

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Re: Adventurer suggestions
« Reply #1 on: May 12, 2015, 02:58:49 am »

Generally speaking don't include things that are fixes that are going to change.

But anyhow

1) Its current state is more a limitation, it will change in the future
2) Future content
3) Toady LAUGHED at this concept... so no, won't ever be in. "Moves" will definitely be in the game but "Inspired learning" will not.
4) Future Content
5) Future Content
6) Future Content
7) This is more of a "the game doesn't really show it very well" thing... then a "you are not very famos" anyhow Future content
8 ) A limitation that will eventually be fixed. Though a "kill switch" for zombies is a good idea.
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ZM5

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Re: Adventurer suggestions
« Reply #2 on: May 12, 2015, 04:14:02 am »

Sorry, I wasn't aware of most of those.

Neonivek

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Re: Adventurer suggestions
« Reply #3 on: May 12, 2015, 04:34:56 am »

Sorry, I wasn't aware of most of those.

It is fine, don't sweat it.

You aren't in the dregs of the seedy internet where this would get you yelled at. Everyone gives a "already confirmed" suggestion, heck sometimes a lot.
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Dozebôm Lolumzalìs

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Re: Adventurer suggestions
« Reply #4 on: May 15, 2015, 10:16:32 am »

By the way, if you want to craft things, try the Wanderer mod.  It's very good.  Now I can start out as an outcast, run away from all the angry goblins, kill some animals, and arrive with a bone bow and bone arrows, sniping the goblins down, then stabbing them with bone spears when they get closer!  If they hit me, my leather and bone armor will protect me!
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AceSV

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Re: Adventurer suggestions
« Reply #5 on: May 15, 2015, 11:38:18 am »

I want to add, in addition to crafting things, I'd like the ability to build constructions.  There are times when I want to do something like chop down a tree and use it to build a bridge over a river.  Sure, it's easy enough for me to jump or swim, but not if I have a bunch of companions in tow. 

As far as I know, there's no romance in Adventurer mode.  I can't help but ship companions in my mind, I'd love for there to be some Sims-esque romantic interaction available (woohoo!)  I've brought up romance for fortress mode before

Actually, it would cool if you could live a more mundane life in general.  Find a spouse, build a house, make crafts and sell them.  Then if YOUR spouse is kidnapped or bandits attack YOUR village, the quests become a lot more personal. 

A wider variety of quests instead of just killing things would be great too.  It is terrifying.  Maybe someone in the village is sick, you can go on a quest to find a hermit or holyman that can cure them, or take funds to a far off elven village to trade for a salve that is common there.  There could be tournaments with prizes for the winners.  Maybe combat tournaments with wooden weapons, archery contests, wrestling matches, track and field contests and races.  An artifact could get stolen and you could go to reclaim it, which might involve violence, or could involve only stealth.  You could make simple deliveries (Oak's parcel) or go collect a certain ingredient, like a gazelle leather, so your neighbor the Leather Worker can make a gazelle leather dress to satisfy a crazy noble.
http://www222.pair.com/sjohn/blueroom/plots.htm 

I'm sure Toady already has a list of more quest ideas he'd like to add, I never know where to locate such things.   My main point is that it seems like right now the "goal" of Adventurer Mode is to go on crazy killing rampages.  I don't mind using violence to obtain goals, but it seems that the point is to initiate violence for the sake of violence. 
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ZM5

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Re: Adventurer suggestions
« Reply #6 on: May 15, 2015, 03:34:47 pm »

@Neonivek Thanks, that's honestly what I like about this community that other game communities lack - despite all the crazy stuff going on people are still friendly to each other.

@jwoodward48df I'm actually using that mod, mostly to decorate my gear with megabeast bones. I just wish it was in-game by default, and not just with body material, but metals, rocks, etc.

@AceSV Good suggestions, I think I saw a post that said Toady is planning to integrate fort mode and adventure mode, so structure building is probably planned.
Romance would be interesting. More companion interactions in general would be nice, so as to make them feel less like meat shields or kill-stealers.
The mundane life idea really intrigues me, that's not really something you see in most, if any, games.
I'd imagine more varied quests is something that's already planned. Would help to have things to do that don't require immense amounts of violence. Speaking of that, I assume this is planned as well, but the ability to use non-lethal force would be good for different types of quests, like perhaps being asked to question a criminal overlord about other members of his organization or the location of their stolen goods instead of just killing them outright.

AceSV

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Re: Adventurer suggestions
« Reply #7 on: May 16, 2015, 06:55:15 am »

Another thing, there's a tendency for armaments to proliferate over time.  Human beings had a lifespan of maybe 40 years, but a sword could last for 1000.  If weapon or armor was damaged, it could be repaired or recycled more easily than digging new ore from the earth.  Thus as history progresses, there are more and more arms and armor just lying around. 
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Sirbug

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Re: Adventurer suggestions
« Reply #8 on: May 16, 2015, 01:58:13 pm »

I don't want to make another thread, but I really hope there will be a "follow" mode on global map, to be escorted to a place or as employment as a guard.
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Cool, but wouldn't this likely lead to tongues having a '[SPEACH]' tag, and thus via necromancy we would have nearly unkillable reanimated tongues following necromancers spamming 'it is sad but not unexpected'?