Pelagis wrote:I'll just edit this one as I get new ideas:
Combat: Give players the same near-guaranteed circle after counterstrike without panting that mobs seem to have. Allow a two-handed grip to increase effective strength for meeting weapon weight requirements.
Stats/Matures: I'm in favour of full point-buy stats and having them be more evenly useful, and remove player stat caps. Can still min-max, but you'll be creating weakness by doing so. Mob stats might need rebalancing, though.
Skill Progression: Rather than constantly interrupt the flow of things, I'd like it if having a learn available didn't prevent earning more enlights, it just gave you a bonus for going to the trainer every few points, so you don't feel the need to rush off every enlight or two because you don't want to miss any. Alternately, make the crystal ball effect innate and universal.
Faction: More available housing. Stronger guards, with a limit on the number per room.
Helpfiles: A short description of what each title is based on, to make them more competitive.
I concur with the two-handed grip for weapons.
I'm not sure I like the idea about matures. I would like to see matures more evenly distributed, and I believe the mature system needs an overhaul. Perhaps even allow randomly 1-3 mature points be distributed by player per mature. Any change to the mature system would have to be very carefully considered though, just making them fall into desire stats more often could cause a whole host of problems. More super players would rise up (Though I argue that stats are not the most important thing) and balance of the game could have serious problems.
I would like a more fluid flow in skill progression as well. I do think it is important for the player to have to return to the teacher from time to time. Could make skill progression slower and slower the longer the player waits to go to the teacher, even to the point of being impossible to enlight after a while. This could allow intelligence to player another role, in that if the player has a higher intelligence the longer they can go before enlights slow to such a crawl as to be forced back to the teacher. Returning to the teacher before enlights stop coming could yield small bonuses like a random amount of trivial xp (not so trivial for the beginning player), or an extra enlight randomly distributed.
Factions need to be more modular, not necessarily have more housing. I think stronger guards are needed, and monuments could use a change as well. I'm not sure that giving the monument a description will make it more competitive. Ravel is the only one I know that thinks stealing a monument that costs so little money means anything. If a faction had a monument, then that monument was stolen or destroyed they may not ever be able to have that monument again, unless they stole it back. Only a certain amount of each kind of monument can exist at a time, obviously the stronger the monument the less that can exist.
Could even make 'super' monuments that only allow the enlistment of one kind of guard at or just one guard of a kind at a time. Only one of these monuments can be obtained by a single faction at any given time. All these things and more would definitely make competing for monuments more serious. If I want a certain monument but see that two other factions already have it and only two can be active in the game world at a time, I will be more inclined to take or destroy that monument.
All of this was hashed out between chasing after little ones, but I plan on giving a formal list of ideas I would like to see make the list - just as soon as I am done sorting them all out.