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View Full Version : What features and changes would you like to see?



amgoz1
06-14-2012, 09:20 PM
I've reached a point where I have a lot of possible directions to take the mod in for v1.0, I would like to know which features you would like to see being worked on.

Elite groups
More elite groups for your monster slaying pleasure.

Heroes and uber heroes
Pretty self explanatory, more heroes and uber heroes for challenge, variation and soul collection!

Random events
Zombies swarming out of the ground and surrounding you, a chest that leads to an ambush, chanting neanderthals summoning ancestral spirits, that kind of stuff. Something to surprise the player and give the monsters a little more character.

Content for Epic/Legendary
Powerful bosses exclusive to higher difficulties.

Endgame content
New dungeons and areas for those who beat the Blood Cave and want more challenge and better gear.

Spellscrolls
Develop the Spellscroll concept further with upgradeable scrolls and relics containing new skills.



Do share your opinion on these or tell if you need more elaboration.

insomnium
06-15-2012, 03:25 AM
Is it bad if I want all of those? :D


If I had to choose just one, however, it'd have to be endgame content - I thought the Blood Cave and Secret Passage areas were just brilliant.

Mrbanisher
06-15-2012, 04:54 AM
Isn't legendary and endgame content the same? I definitely choose endgame content though.

I haven't played in ages so I don't know how it is now but monsters should be stronger. More oh crap abilities you know.

Dr.Gore
06-15-2012, 05:48 AM
I'd vote for Elite groups of heroes and uber heroes spawning on random events in epic/legendary with endgame content using spellscrolls. Beat that :p

amgoz1
06-15-2012, 06:28 AM
Isn't legendary and endgame content the same? I definitely choose endgame content though.
Epic/Legendary bosses would be in the same vain as Talos and the Hydra, extra bosses you encounter along the main path.

Kress
06-15-2012, 09:11 AM
First choice is definately the endgame content, but I have to say that any of these options is very good, and I would like to see all of them sooner or later:).

ThatOneNinjaGuy
06-15-2012, 04:13 PM
I think the game would be better with more forge formulae, and more stuff to do with elements like Iron, Onyx etc. Possibly give them stats like relics and charms, so they could enchant various items? Also, maybe it would be better if the elements were found in fragments like relics and charms. I noticed early on, you get TONS of wood. I only ever used one, but I found somewhere around 25. Just a thought though. ^_^

jiaco
06-15-2012, 05:36 PM
I noticed early on, you get TONS of wood.

If humor was intended, then it was well received. Nothing like wood in the morning eh...

On topic, I voted elites and heroes...mobs have always been my favorite aspect of tq and having some badass mixed in with them makes them all the more fun to decimate.

Tickerai
06-16-2012, 09:06 AM
One new thing i would love to see are new (hidden) quests like the one in the blood cave.
Sad i couldnīt vote for it. :(

vavvo966
06-16-2012, 04:45 PM
I'd like to see an upgrading system of the entire equipment, such as the one that is included in almost every mmorpg (I mean for example Runed Staff+1, Runed Staff+2, Runed Staff+3 etc.

Zephyr Arsland
06-17-2012, 01:00 AM
Expanding the late game with more items, recipes and of course, quests and monsters seems like a good idea =)

rizenmusic
06-17-2012, 09:11 AM
I'd like to see more recipies and craft. Is it impossible to make something like horadric cube it TQ? Craft is essential for those kind of games.

amgoz1
06-18-2012, 06:01 PM
It is pretty much impossible, changing TQ's code is limited to hacks. All new features have to rely on existing mechanics and functions.

How do you feel about the idea of recipes with random elements? Like gambling or forged items with base stats + random affixes.
I would like to introduce some variety to the forge items beyond the very specialized gear they offer at the moment.

Zephyr Arsland
06-18-2012, 07:22 PM
How do you feel about the idea of recipes with random elements?

As long as they coexist with the "normal" recipes, I think it's fine... but it would need to strike a very careful balance between investment and reward: I never liked gambling in DII, for 99.98% of what it produced was utter crap. If you could somehow provide an incentive to try the randomness (unique item modifiers perhaps?), it would be a welcome addition.

On another note, the more I think about the "+1, +2... etc" idea that vavvo966 suggested, the more it appeals to me. At first I thought it was derivative and kind of foreign to the game itself, but then I remembered certain other games (such as Demon's Souls and its spiritual sequel) that prolong an item's usefulness by enhancing its base stats and not its requirements. That way you can equip the best item your stats can support, and upgrade it further to make it last. In TQ, I can imagine it would help make those unique items that have cool strategic value but poor damage output, or armor in the case of defensive gear, useful again and able to compete with stronger, later items. Those later items could be upgraded as well, to provide better late-game usefulness. It's just an idea and I imagine it would be tedious to implement (if possible at all).

amgoz1
06-19-2012, 11:13 AM
As long as they coexist with the "normal" recipes, I think it's fine... but it would need to strike a very careful balance between investment and reward: I never liked gambling in DII, for 99.98% of what it produced was utter crap. If you could somehow provide an incentive to try the randomness (unique item modifiers perhaps?), it would be a welcome addition.

On another note, the more I think about the "+1, +2... etc" idea that vavvo966 suggested, the more it appeals to me. At first I thought it was derivative and kind of foreign to the game itself, but then I remembered certain other games (such as Demon's Souls and its spiritual sequel) that prolong an item's usefulness by enhancing its base stats and not its requirements. That way you can equip the best item your stats can support, and upgrade it further to make it last. In TQ, I can imagine it would help make those unique items that have cool strategic value but poor damage output, or armor in the case of defensive gear, useful again and able to compete with stronger, later items. Those later items could be upgraded as well, to provide better late-game usefulness. It's just an idea and I imagine it would be tedious to implement (if possible at all).
I also thought of having formulas that allowed the player to add random affixes to his uniques, but the amount of work required is just insane and there are a lot of potential issues associated with it.
The problem is that TQ's formula system depends on specific input/output items, meaning that you would have to make an upgrade formula for every unique item in the game, then additional formulae for every single upgrade level. It not impossible to do, but it would take a considerable amount of planning and database work to pull off. The amount of time and work required would delay v1.0 by a lot. It is the kind of feature I would consider doing post-v1.0 if the demand is high enough.

Only realistic implementation at the moment is having a formula that creates a random unique of a specific type from a specific act with random affixes.
Example: 3 unique helms + act 2 formula = random act 2 unique helm + affixes.
It would not be very far from gambling though.

Zephyr Arsland
06-19-2012, 01:54 PM
I understand completely, that's why I said it would be "tedious" to say the least. I am aware of the way TQ handles formulae... Don't worry, it's not game-breaking or anything. Keep up the good work towards 1.0!

As for your suggestion on an implementation of the "gambling" aspect: I really like how it sounds. It's nothing like gambling: for one, you would always obtain an unique (whether epic or legendary) item as a result, and not some magical crapola; and also, you'd have some control over the resulting item with the "formula-per-act" limitation. Plus the affixes... really, it sounds like a neat idea to try out.

FURYZ619
06-19-2012, 08:21 PM
I noticed early on, you get TONS of wood. I only ever used one, but I found somewhere around 25. Just a thought though. ^_^

i also noticed this, and for some reason the wood sprite doesn't seem to show itself.

gambling and leveling sound like a great addition to the mod, giving another way to collect set pieces, or rare/ legendary items.
formulae for the craft items (wood stone iron salt) could be used to actually create weapons! or items that act like charms or relics (but may not classify as one) to improve the base of the item, much like the leveling suggestion.


also what about adding an affix or prefix that increases the chance at cretain items (armor, weapons, gold, charms, relics etc)

well there's just a few ideas, but in no way would i complain about this mod 9/10 :D

Mrbanisher
06-20-2012, 06:22 AM
I think more uber heroes would be neat. You know something like that monolith in act 2. I couldn't beat it the first time and it was really epic.

Eladion
06-20-2012, 01:17 PM
I voted for elite groups and uber heroes.
Randon events are nice but not more than that. doesn't worth the investment imho.
spell scrolls can't beat artifacts, nor mercenaries, so thumbs down on that, too.
As others have wrote, I also enjoy the forge items concept alot, and would like to see more of it.

amgoz1
06-21-2012, 05:46 AM
I voted for elite groups and uber heroes.
Randon events are nice but not more than that. doesn't worth the investment imho.
spell scrolls can't beat artifacts, nor mercenaries, so thumbs down on that, too.
As others have wrote, I also enjoy the forge items concept alot, and would like to see more of it.
Even though forge items aren't in the poll they are going to be expanded upon.

If I were to work on spellscrolls I would remake them completely to be relics(spellstones?) that grant skills and minor stat boni instead of being artifact slot items, like you said, they just can't compete with the alternatives.
You would then have to choose whether to sacrifice stats for skills when choosing between spellstones and ordinary relics. The spellstones should be levelable through formulas at the alchemist and some should support existing spellstones through synergy skills. Could be fun making your completely own skill set through spellstones and souls.

lupo29x
06-21-2012, 04:30 PM
Even though forge items aren't in the poll they are going to be expanded upon.

If I were to work on spellscrolls I would remake them completely to be relics(spellstones?) that grant skills and minor stat boni instead of being artifact slot items, like you said, they just can't compete with the alternatives.
You would then have to choose whether to sacrifice stats for skills when choosing between spellstones and ordinary relics. The spellstones should levelable through formulas at the alchemist and some should support existing spellstones through synergy skills. Could be fun making your completely own skill set through spellstones and souls.

spellstones? levelable?
now this sounds exciting!
this mod just keeps getting better. maybe you should apply to Create...i hear they're hiring...

Mrbanisher
06-22-2012, 07:08 AM
I have been thinking. Is it possible to make boss champions? For example there would be a rare chance for typhon to spawn very very pumped up. Mythic level or high end legendary pumped up. Perhaps they could drop exclusive loot.

nEVER_BoRN
07-12-2012, 11:19 AM
I wana make mach mor simple change in quest revard. Wen you kill shaman in frst quest in act 1 in begining of the game, it will be nice to grant to player a level 1 Spellscroll Restoring Touch. And just maybu a neclase whit +1 to player frst mastery like revard from some of other quest. Like i see this way progres will be faster and you will introduce to player one feature of your mod and make them to expiriance mor skills early on.