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Color Coding Storylines

Posted: Sun Jul 28, 2013 7:01 am
by Vasifan
Edit: 07/08/13: Some polishing...

To begin with, im new to the forum. Well, i've been lurking to it for over a year, but when i saw v7 i took the step to throw some ideas. Hi to evreryone.

I loved this game from the start and i'm really curious to see it bloom.

I might edit this post if i have any flashes of insight, but dont expect me to be a super active member.
Well, here we go...
======================================================================================================
Storyline - Dialogues - Sidetaking
1)Colored dialogue decesions and colored quest results. Evil-Good themed.

Great work in the dialogues during the q line. I liked how you get to choose your answers to show your character. RPGs nowdays lack the RP :(
My suggestion is to clarify to the player the impact of his options via collors, and at a later stage, have them impact the game via skills/storyline.

Example: In calomyran secrets q, the 4 options could be.
i)Righteous help, doing the ''right thing''. Help him get the book and as he pays you answer ''no problem'' and even spare the thieves life. The answer will be light blue and the quest completed will have a blue dot, indicating the path you chose.
ii)Neutral. Help but not for comunity purpose. Green collor.
iii)Selfrighteous/personal gain. Yellow collor. I did it for the loot. Return the book for money. Kill and loot the thief not just because you had to. "I was hoping you wont give it''.
iv)Evil personal gain. Lie, deceive, blackmail. How much do you want your book old man? I might have lost it.
Yeah mr.priest? How about telling Lord Geomyr about bonemeal?

The scale from good to evil is collored from blue to red. Many ggod action will cross out later evil options. Starting evil will prevent later righteousness.
Skills may be unlocked. Protector for blue, cunning for yellow etc.

You get the idea right? Its actually already in game.
We all have played rpgs. I just think that flavoring and clarifying the paths can give one more spark on the fireworks.

2)Deity-side based collors on dialogues and q results.
Same as #1 but related to the Shadow, Elythara, Kazaul, Geomyr.

Thats the plot i have in mind.
Kazaul The evil menace who threatens the realm.
The Shadow Protector of the realm. Overzealous believers and faith abusers (Kazaul'
s acolytes) made some people to hate it.
Elythara Righteous force, deceived by Kazaul into beilieving that the Shadow is behind evil doings.

Im not really sure who the good and who the bad deity is in AT universe, but RP flavor is always good.
======================================================================================================
Game balancing - Combat system.
I saw alot of threads about skills, items, food/potions. There are options to the game that are borderline bad/Op.
Some op stuff you cant nerf because you will render them useless and vice versa.

My suggestion is: MULTIPLY every numerical value related with Health and Damage by 10.
This way you skip the problem ''1 is bad but i can't make it 2''

Particular examples
i)Regeneration nerf was to not work in combat. If starting hp was 250 and regen 10 per skill point, you could make it 9 or 8.
ii)Endurance is OP. If a lvlup gives you 5hp having endurance gives you a free lvl every 5 lvls. Thas broken by default, even if i love to use it. Maby make it %hp + Dr.
iii)Damage reduction is hard to be a common stat in small numbers. 0 dr is bad but 1 is op. x10 creates more balance options. More defensive items with lower dr but not 0.
iv)Criticals are op. The prob was/is in the multiplier. Rebuff the chances and nerf the damage. x1.1->x2. More cteates op damage spikes at early mobs and possible pvp.

Im gonna make more extended posts about combat, skills, items and so on, later on.
Post about items is below.

Find Ardor!

Re: Some ideas / brainstorming.

Posted: Sun Jul 28, 2013 9:41 am
by SkrikRunkarN
Vasifan wrote:To begin with, im new to the forum. Well, i've been lurking to it for over a year, but when i saw v7 i took the step to throw some ideas. Hi to evreryone.

I loved this game from the start and i'm really curious to see it bloom.

I might edit this post if i have any flashes of insight, but dont expect me to be a super active member.
Well, here we go...

1)Colored dialogue decesions and colored quest results. Evil-Good themed.

Great work in the dialogues during the q line. I liked how you get to choose your answers to show your character. RPGs nowdays lack the RP :(

My suggestion is to clarify to the player the impact of his options via collors, and at a later stage, have them impact the game via skills/storyline.

Example: In calomyran secrets q, the 3 options could be.
i)Righteous help, doing the ''right thing''. Help him get the book and as he pays you answer ''no problem'' and even spare the thieves life. The answer will be light blue and the quest completed will have a blue dot, indicating the path you chose.
ii)Neutral. Help but not for comunity purpose. Green collor.
iii)Selfrighteous/personal gain. Yellow collor. I did it for the loot. Return the book for money. Kill and loot the thief not just because you had to. "I was hoping you wont give it''.
iv)Evil personal gain. Lie, deceive, blackmail. How much do you want your book old man? I might have lost it.
Yeah mr.priest? How about telling Lord Geomyr about bonemeal?

The scale from good to evil is collored from blue to red. Many ggod action will cross out later evil options. Starting evil will prevent later righteousness.
Skills may be unlocked. Protector for blue, cunning for yellow etc.

You get the idea right? Its actually already in game, we all have played rpgs. I just think that flavoring and clarifying the paths can give one more spark on the fireworks.

2)Deity-side based collors on dialogues and q results.
Same as #1 but related to the Shadow (purple), Elythara(Silver blueish), Kazaul, Geomyr.

Im not really sure who the good and who the bad deity is in AT universe, but RP flavor is always good.

3)Game balancing. Combat system.
I saw alot of threads about skills, items, food/potions. There are options to the game that are borderline bad/Op.
Some op stuff you cant nerf because you will render them useless and vice versa.

My suggestion is: MULTIPLY every numerical value related with Health and Damage by 10.
This way you skip the problem ''1 is bad but i can't make it 2''

Particular examples
i)Regeneration nerf was to not work in combat. If starting hp was 250 and regen 10 per skill point, you could make it 9 or 8.
ii)Endurance is OP. If a lvlup gives you 5hp having endurance gives you a free lvl every 5 lvls. Thas broken by default, even if i love to use it. Maby make it %hp + Dr.
iii)Damage reduction is hard to be a common stat in small numbers. 0 dr is bad but 1 is op. x10 creates more balance options. More defensive items with lower dr but not 0.
iv)Criticals are op. The prob was/is in the multiplier. Rebuff the chances and nerf the damage. x1.1->x2. More cteates op damage spikes at early mobs and possible pvp.

Thats it for now. I will polish the post at some point, but not now because my device lags and irrtitates me :)

Find Ardor!
+1 for the Good / Neutral / Evil quests-thoughts, I really had the same thoughts on that one.
I think that it would be very useful to inplent this into the game further on! (I'm just a regular guy as you, I'm not developing so I don't know how hard it will be to get this idea into the game: but I totally agree with you about the quests) :D
Cheers!~

Re: Some ideas / brainstorming.

Posted: Sun Jul 28, 2013 10:39 am
by Sarumar
Welcom to the foruns Vasifan !

Impressive firts post ! I look forvard to hear more of your thought.

good hunting

Re: Some ideas / brainstorming.

Posted: Wed Jul 31, 2013 2:32 am
by Pyrizzle
Quests: The problem with that suggestion is that not all the quests are so black and white... Some really feel like you are doing the right thing but if you chose the other side it would be the same (Example: Blackwater Settlement Vs Prim)

Welcome to the forums and thank you for your suggestions!

Happy hunting Adventurer! :mrgreen:

Re: Some ideas / brainstorming.

Posted: Thu Aug 01, 2013 12:49 am
by Vasifan
Greetings mighty firelord!

Even if some actions are blurry they still show your intention.
Some actions may not tip the scale at all or tip it in a bizzare way.

Let the leader to live is goodish while killing him badish.

I also think i saw a nice idea in the forums, of achieving peace between the 2, wich i really liked.

Make them to war and collect the spoils, or find who really sends the monsters (Kazaul?) and make peace.

Anyway, thanks for the notice. Check here now and then if you could, because when i get to sit on a PC im gonna edit the main post. Posting via mobile is annoying :P

Im playing the 0.7 now, still lvl 15 tho, so expect some feedback on the new items and skills as well.

Happy hunting. Or burning, dunno.

- - - - -

Op mobile doublepost. As i said. Irritating...

Re: Some ideas / brainstorming.

Posted: Sat Aug 03, 2013 1:07 am
by Pyrizzle
Yes but what one group could consider an evil act another could say it was necessary for the better good.

but yes i get what you are saying. It's an interesting concept, but for the most part Oksar likes to move away from the terms good and evil in development and quests.