perspex wrote:Sam_the_Cat wrote:How about a trader (eg, x amount of animal hairs for a potion), who could show up randomly (with a spawn chance) in those infuriatingly useless empty cabins scattered about the countryside?
There is already a trader character in the game, he's on the far East of the game world, he would be ideal for either trading your 1g junk for useful items or teaching you how to make things.
Actually, I was thinking of him, except he already has a stock of regular items sold for cash. But, yeah, with his inventory re-worked, he'd be a good candidate. Although those empty cabins still kind of annoy me.
perspex wrote:In an rpg the story should always be important, this game is already fun and involving with simple graphics, it will still be fun and involving with the same graphics once the story opens up.
The idea of a career is something I like, although maybe it would be better as membership to guilds or bribing officials? Pay the thieves guild a boatload of cash and get access to their special items, pay Vacor and get access to some special items with buff abilities or that add special damage to your weapon, pay the guy at the inn for access to spare armour or something. <snip...> It's not an implicit career decision but it's a huge investment that effectively means you can't then go and do the same with Vacor, Thoronir or the Feygard patrol captain to get their specialist items.
I don't think allowing a young boy who is searching for his brother to become a powerful wizard who can summon screen wide flames or a ninja that can kill a boss in one attack is particularly in keeping with my experience of the game and it detracts from the main story which is a kid stumbling around trying not to die while he looks for his older brother. My personal preference on rpg is that if you're going to have a class you decide that at the start or the game revolves around you progressing to mastery, neither of which really fits with the story I think.
My preferences, a bit late to add now I guess but I only found the game recently, would be a larger game world and some crafting ability. I don't like the idea of imposing D&D style weight limits though.
Boy, I agree with just about everything you said here, if not in terms of every RPG I play (variety being the spice of life), then certainly with regard to this one. The only reason I mentioned a skill tree was that various skill trees had been in discussion, both combat- and non-combat-related, in the issues section. My personal preference here, though, would simply be expansion (world, items, story, etc.) and any tweaks that seem to be needed to improve the experience (eg, the item selling and sorting issues under discussion), but nothing that would fundamentally change what this game is.
By the way, when you mentioned Exile, my first thought was of the game I first played on Genesis (heavily censored) a million years ago, then sought out real translations of -- you know, the one where the main character is a disillusioned Syrian assassin fighting for world peace during the time of the Crusades... Then I followed your link and realized I should lay off the "heartpoison" (look it up)!

RPGeek. RPGirl. RPGamer.
No character stats 'cause I keep starting over to kill time till next release...