I thought it would be interesting and fun to include some game impications to finding a set of lore.
some examples:
1) Finding all of the torn pages in the trollshaws gives you a 10% dodge chance against Bill the troll.
(hint, hint, a mechanic like this could be used for all dungeons with a boss)
2) Finding both parts of the troll poem grants you a 5% damage increase vs. trolls.
something like that. if you find all the pieces of lore, you could get presented with an achievement that states the bonus and why you got it. With Bill for example: "You now feel as if you understand Bill the Troll's tactics a little bit better, which should help when you end up confronting him."
Thoughts?
Lore - Game Implications
Moderator: Moderator
Re: Lore - Game Implications
Totally agree. Making lore have an effect on the game mechanic would be a great addition.
Re: Lore - Game Implications
I'd like it if getting a full set of lore gave a character achievement. Character achievements could then give some simple bonuses. That might make lore and other achievements a little more interesting. On the downside, I'm not sure if I'd like having to hunt down every piece of lore each game.
Re: Lore - Game Implications
Make the bonuses little things. 5% discounts in certain stores, say, or making certain quests slightly easier. Enough that it would feel cool to get them, but not enough that you'd have any real need to.
-
- Wyrmic
- Posts: 217
- Joined: Mon Oct 30, 2006 1:47 am
Re: Lore - Game Implications
maybe collecting all the lore in a certain dungeon (or set of dungeons) could unlock a class or race.
Re: Lore - Game Implications
Maybe if you got every piece in the game, there would be a loremaster class. I like the idea of getting an immediate (but small) reward in each game you play.teachu2die wrote:maybe collecting all the lore in a certain dungeon (or set of dungeons) could unlock a class or race.
Re: Lore - Game Implications
If we are to keep the class around as an escort, it does seem the obvious unlock, and it would be cool. So....
- Currently default Wilder, I think. That could be changed, but I don't see a particularly good reason to at the moment.
- What would his niche be? Getting all fo the lore means you're surviving pretty late in the game, and being pretty thorough while you do. We'd want him to be interesting in some way - perhaps not as game-warpingly weird as the Chronomancer, but interesting. What are we going to give this guy that makes him worth playing?
Hmmm...
- The Loremaster was always the guy who could do a bit of everything. Let's start with that for the moment. We'll give him a bit off of the summoner's tree - he wouldn't be good enough at it to be worth playing him as a pure summoner, but he'd be able to throw a few around when he needed to. One tree's worth, say, with straight summons (ie, no summon-support skills). We'll give him about a tree or two worth of ranged attacks and effects (including the mind blast he hands out as an escort quest) and maybe a tree or two of melee attacks/effects (including the famed disarm power). Throw in the basic melee training tree and a tree or two of interesting/flavorful utility powers (things like "grow tree" and "tree walking") and you've got what's starting to look like a decent character. Still, this isn't all that *interesting* yet.
For the interesting thing that he can do, then, we give him shapeshifting. One tree full of mutually exclusive sustained powers, each of which dramatically change the way he plays. He gets a spider form, that boosts his speed while wreaking havok on his durability (say, energy recharge of +50% to +100%, with an attached damage vuln of 50% to everything, +8 defense and -20 armor). He gets an ent form that boosts his durability, regen, and melee damage significantly, but immobilizes him. He gets a dragon form that has a number of very nice buffs on it, both damage boost and durability boost, but costs a nontrivial amount of equilibrium every turn, and kicks him out of dragonform if he ever goes too high. He gets a bear form that's actually pretty subdued - a bit of extra durability, a small melee buff, and cannot use his ranged powers. Each form also gets a couple of inherent abilities. He also has another tree full of passives for his shapeshifted forms - one that buffs the first power of each form, one that buffs the second power of each form, one that provides stun resist + something else while shapeshifted, and one instant active power - Master of Forms - that lets you shapeshift as an instant while the duration lasts, with increasing duration and decreasing cooldown as you invest in it (the first talent point is basically a panicbutton to get you into/out of a single form in 0 time at the cost of some equilibrium. By the fifth, you're actually able to keep it running for the duration of a relatively short boss fight, and swap forms as you need the powers of those forms.)
Of course, if this guy works well, we might want to include an explicit shapeshifter character later on, who's basically melee+shapeshifting, but for the moment, I think this would be an interesting enough character to play
Thoughts? Anyone like it? Anyone hate it? Anyone think it would be impossible to code?
- Currently default Wilder, I think. That could be changed, but I don't see a particularly good reason to at the moment.
- What would his niche be? Getting all fo the lore means you're surviving pretty late in the game, and being pretty thorough while you do. We'd want him to be interesting in some way - perhaps not as game-warpingly weird as the Chronomancer, but interesting. What are we going to give this guy that makes him worth playing?
Hmmm...
- The Loremaster was always the guy who could do a bit of everything. Let's start with that for the moment. We'll give him a bit off of the summoner's tree - he wouldn't be good enough at it to be worth playing him as a pure summoner, but he'd be able to throw a few around when he needed to. One tree's worth, say, with straight summons (ie, no summon-support skills). We'll give him about a tree or two worth of ranged attacks and effects (including the mind blast he hands out as an escort quest) and maybe a tree or two of melee attacks/effects (including the famed disarm power). Throw in the basic melee training tree and a tree or two of interesting/flavorful utility powers (things like "grow tree" and "tree walking") and you've got what's starting to look like a decent character. Still, this isn't all that *interesting* yet.
For the interesting thing that he can do, then, we give him shapeshifting. One tree full of mutually exclusive sustained powers, each of which dramatically change the way he plays. He gets a spider form, that boosts his speed while wreaking havok on his durability (say, energy recharge of +50% to +100%, with an attached damage vuln of 50% to everything, +8 defense and -20 armor). He gets an ent form that boosts his durability, regen, and melee damage significantly, but immobilizes him. He gets a dragon form that has a number of very nice buffs on it, both damage boost and durability boost, but costs a nontrivial amount of equilibrium every turn, and kicks him out of dragonform if he ever goes too high. He gets a bear form that's actually pretty subdued - a bit of extra durability, a small melee buff, and cannot use his ranged powers. Each form also gets a couple of inherent abilities. He also has another tree full of passives for his shapeshifted forms - one that buffs the first power of each form, one that buffs the second power of each form, one that provides stun resist + something else while shapeshifted, and one instant active power - Master of Forms - that lets you shapeshift as an instant while the duration lasts, with increasing duration and decreasing cooldown as you invest in it (the first talent point is basically a panicbutton to get you into/out of a single form in 0 time at the cost of some equilibrium. By the fifth, you're actually able to keep it running for the duration of a relatively short boss fight, and swap forms as you need the powers of those forms.)
Of course, if this guy works well, we might want to include an explicit shapeshifter character later on, who's basically melee+shapeshifting, but for the moment, I think this would be an interesting enough character to play
Thoughts? Anyone like it? Anyone hate it? Anyone think it would be impossible to code?
Re: Lore - Game Implications
Uhh... shapeshifter? That really doesn't fit in with the current escort type.
Should be a mage as I see it, with the divination tree (which he currently gives skills from). Should be weak and challenging, but with some interesting abilities. Maybe an advanced divination tree with some of the old powerful divination abilities?
Should have the ability to analyse monsters and find their weak spots - higher crit rates and more powerful crits. Maybe the ability to write runes and infusions, and perhaps a free extra rune slot to start with. Perhaps they could even be a class centred around using combat runes?
Other abilities could be status based - stunning, dazing, blinding etc.
Should have its own new weapon type - big heavy books that confuse stupid monsters.
Should be a mage as I see it, with the divination tree (which he currently gives skills from). Should be weak and challenging, but with some interesting abilities. Maybe an advanced divination tree with some of the old powerful divination abilities?
Should have the ability to analyse monsters and find their weak spots - higher crit rates and more powerful crits. Maybe the ability to write runes and infusions, and perhaps a free extra rune slot to start with. Perhaps they could even be a class centred around using combat runes?
Other abilities could be status based - stunning, dazing, blinding etc.
Should have its own new weapon type - big heavy books that confuse stupid monsters.
Re: Lore - Game Implications
As the combat runes are pretty much unused by most characters (tell me if I'm mistaken), I've already played around with the idea of a rune-use base character. As this has very much to do with knowledge the lore-based unlock would make much sense to me.
Some ideas I had for Talents not yet ordered in trees or difficulty:
Less energy consumption for rune use. (infusions unaffected?) - passive
Reset the cooldown of (1-3 as per tlvl) rune(s) - active with really long cooldown, should be usable only once per fight.
Reduced cooldown when inscribing runes, making them available faster, but not instant - passive
More slots for runes (and only runes) - passive
Enhanced effect of runes similar to spellpower for mages - sustained
Enhanced chance of elemental effects when doing damage by runes (daze, burn, poison?) - sustained
Staffcombat similar to Alchemists, but without the channeling ability.
Some ideas I had for Talents not yet ordered in trees or difficulty:
Less energy consumption for rune use. (infusions unaffected?) - passive
Reset the cooldown of (1-3 as per tlvl) rune(s) - active with really long cooldown, should be usable only once per fight.
Reduced cooldown when inscribing runes, making them available faster, but not instant - passive
More slots for runes (and only runes) - passive
Enhanced effect of runes similar to spellpower for mages - sustained
Enhanced chance of elemental effects when doing damage by runes (daze, burn, poison?) - sustained
Staffcombat similar to Alchemists, but without the channeling ability.
greycat wrote:An intervention was required (kill -9)