Kyosu -> RE: =OS= What would YOU like to see? II - READ THE FIRST POST (11/27/2012 20:47:05)
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Regarding SG/Gold: I'm well aware of what SGs can do, but the problem is that besides evolution, its functions can easily be substituted with time. Obviously the game shouldn't be pay-to-win or anything like that, but items exclusive to soul gems would be nice. Besides this, gold does absolutely nothing right now, and obviously that will change, but as of now (we are discussing the future, regardless of whether or not devs have announced future plans) gold isn't even worth spending. It takes 4 minutes to capture Revonthurkey in the wild, in comparison to the hours it may take to get 50,000 gold. And @ArchMoose: The only problem that is discussed there is the inability to post potentially PG13 content, but in actuality, no one in the thread discussed the fact that we cannot even create our own threads. Of course we can suggest it, but that isn't the same. What the forums should eventually become is 4-5 stickied threads run by mods, and an otherwise free discussion space. And @Vagaran regarding the map: The problem right now isn't how small the world is, but how travelling will make even the largest worlds feel small. There isn't any scale. I just fly around over terrain, and walk to a destination. Instead of having a large map that is travelled by that soul thing, it should be our characters travelling, to give the world an expansive feeling. And my point with the storyline was not that there won't be one, but rather that constantly changing character without the concept of a backing entity (puppet master, summoner, et cetera), causes it to lose the RP element that made many games in the past enjoyable. More suggestions mechanic-wise: To be honest, I'm not familiar with higher level battles, but leveling is very underwhelming at the moment. The only thing that really changes is the amount of HP each character has. Card strength should perhaps scale with something (Damage of 5 damage card = 5 damage + Level/2, damage of 2 damage card = 2 damage + Level/4, as a random example). As well as making leveling feel better, it also removes a potential problem in having ridiculously long battles (having 50 HP and dealing damage in 1, 2 and 5 compared to having 15 HP and dealing the same amount of damage. Stat points --- ??? This system could possibly be implemented into the game. Str, Dex, Int, Wis, Vit and Luck. Strength for attack damage, intelligence for spell damage, dexterity for shield strength, wisdom for charge rate, vitality for health and luck for initiative.
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