Add an orphanage to Zigur

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gruevy
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Re: Add an orphanage to Zigur

#16 Post by gruevy »

THIS MUST HAPPEN.

Grey
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Re: Add an orphanage to Zigur

#17 Post by Grey »

Goodness, strong feelings both sides here...
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Canderel
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Re: Add an orphanage to Zigur

#18 Post by Canderel »

gruevy wrote:THIS MUST HAPPEN.
If this battle is about how hard you can shout:
[metallic voice]
IMPLEMENT IT THEN, AND SEND PATCH...
[/metallic voice]

Kemsha
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Re: Add an orphanage to Zigur

#19 Post by Kemsha »

I think it would be nice to add depth to the magic vs. nature sub-plot and something to explain a bit of Zigur fundamentalism would really help.

Right now they're just a bit crazy and that's not very cool if we want to choose their side

I'm not specially bothered by the whole children thing but if some people are, I don't see why we couldn't come up with something else

Let's see... maybe a quest to put to rest Zigur folk killed by magic. We'd go to a place with many ghosts and maybe other undead (a huge graveyard?) and the last boss, on his dying breath (I don't think that ghosts breath but...) would tell his tragic tale and thank us for finally giving him peace

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Re: Add an orphanage to Zigur

#20 Post by Grey »

There is going to be some new lore in the next beta which shows the Zigur in a much less crazy light.

My main problem is the fact there's a gameplay incentive to take the corruptor quest without any drawback, even though it's an evil thing. I don't particularly think we need forced gameplay reasons to be good or bad though - just a well-done setting to show that actions have consequences in the world beyond what loot you get or talent trees you unlock. These help draw the player in to the game more.

Perhaps have the orphans simply disappear once the corruptor attack starts. If the player goes to the orphanage there will still be the sign outside, but the place will be empty. Perhaps red stains on the walls and a grinning blood mage nearby if we wanted less subtlety.

Personally though I think it's far better to have the children there and running away, screaming and crying as they are attacked by the corruptors. If the player can be truly appalled by his own actions in the game, left feeling guilty for his own choices, then we will have succeeded in making it more than just a game.
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yufra
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Re: Add an orphanage to Zigur

#21 Post by yufra »

If we are going to ramp up the evilness of the corrupter attack then I think there should be an option to switch sides mid-battle. I am not saying that all of a sudden the Zigur are your allies and the corrupters are your enemies, more like everyone is your enemy and it is up to you to ensure the corrupter is killed off and then you can escape. This could be implemented by adding the corrupter to your party and having a similar dialog option to the escorts... instead of "Where is the portal" have "We must stop this madness!".
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Re: Add an orphanage to Zigur

#22 Post by Final Master »

Just a quick note on my part - but where is everyone getting the idea that Zigur is full of insane people? I've... never gotten the impression of anything abnormal about them.
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TheRani
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Re: Add an orphanage to Zigur

#23 Post by TheRani »

Final Master wrote:Just a quick note on my part - but where is everyone getting the idea that Zigur is full of insane people? I've... never gotten the impression of anything abnormal about them.
I always found it to be a very rational approach to life to avoid things that exploded the neighborhood.

darkgod
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Re: Add an orphanage to Zigur

#24 Post by darkgod »

Indeed, and the spellblaze did not just explode the neighbours, it very nearly exploded the world entirely...

In next beta Zigur gets quite some lore love (and ingame love too, their stores now stock up specifically non arcane items to make antimagic easier to use)
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