Runescrye's Repository of Ideas

All new ideas for the upcoming releases of ToME 4.x.x should be discussed here

Moderator: Moderator

Post Reply
Message
Author
Runescrye
Wayist
Posts: 16
Joined: Fri Apr 09, 2004 6:26 pm

Runescrye's Repository of Ideas

#1 Post by Runescrye »

Storing here various ideas that come up to me while playing TOME. These are mostly small stuff that I find could improve the game. Will be adding stuff here as I encounter them.

UI
  • Ability to rest until teleport/recall finishes.
  • Show your current amount of gold when you are in a store.
  • Should rearrange the default layout of talent keys for most classes - e.g arch mages start with the most non-sensible arrangement of 1 being Arcane Power, 2 being Teleport and so on.
  • Mages should have option of entering Angolwan from the world map - Either a tile, or able to cast the teleport spell from the world map.
  • Make doors appear on minimap.
  • Remove the Archmage teleport spell from ID runs.
  • Move the "Running press enter to stop" away from the center of the screen, it's rather annoying and hides important details while running.
  • Make spacebar activate current tile instead of the various buttons that currently do that. It could be used for picking up items, using stairs, activating orbs, entering shops.
  • Option to save your talent key layout across different characters of same class. (Skills that you have not yet acquired would be grayed out).
  • If a monster resisted/recieved 0 damage from an attack because it is immune, have "IMMUNE" float up instead of 0/Resist!
  • A back button when creating a character. It's possible with right click/backspace, but I'd wager that few people actually read the control instruction on character creation menu.
  • Items on the ground interrupt running twice - once when you get next to it, the second time when you walk over it. Should only interrupt once.
  • The talent tree, especially for classes like mages that have lots and lots of different categories is a bit bloated. Perhaps use icons instead of spell names (e.g Dragon Age, Diablo) to conserve room and have less scrolling around.
  • As above, could also be used for the talent short-cuts so the list could display more talents and not have them overlap each other.
Loot distribution
  • More equipment drops on ID - I know it is supposed to be difficult, but often I would still be in my default equipment by level 10 when playing in the ID. I think that the ID should have uniques spawning (at their appropriate level) or have more/higher quality items spawning, as unlike normal games there are no shops, multiple dungeons and bosses to drop good loot.
  • Sunburst infusion seems a bit underwhelming compared to other options to use in a rune slot.
Balance
  • Monsters should eventually stop chasing player if they don't have sight of him. (Especially annoying with monsters that can go through walls that know your exact location across the entire map)
  • More appropriate uniques in vaults in ID - Currently opening any sort of vault is practically suicide as you get uniques which are by FAR impossible to deal with. e.g Wrathroot at level 1, grand corruptor at level 11. If the vault does not contain super mobs of death, it seems to contain no reward at all - Several times I have opened vaults, battled through some OOD monsters but found no loot for my efforts.
  • Kor's fall can appear in shops for only 5 gold, a bit too low for a pretty useful artifact weapon.
  • Completing the apprentice's quest should give higher quality ring, perhaps guaranteed ego ring?
  • Monsters killed inside walls should drop the loot on walkable ground rather than inside the wall, if only because it looks weird and makes the game look unpolished.
  • Bloated horrors too powerful for the levels they can appear in. Huge range, large amount of damage, pushback AND confusion is too much for a low level monster. Consider removing one of those traits to make it more appropriate challenge.
  • After killing a monster you targeted, the game should reset the auto-targeting to yourself.
Fun
  • Rewards on fully exploring dungeon levels - Possibly some NPC that give you increasing rewards for each completed map you hand in?
  • Save character vault locally, viewable from in-game. Can be extended to be categorized by class and/or race, sortable by level/win, and ability to recreate a character.
  • Cycle music in the ID. The music is awesome, but gets repeatatatatative after a while.
  • On the same note, cycling through various dungeon environments every few levels would be very nice to spice things up, and also could make the ID as practice grounds for the various dungeons in the game.
Bugs?
  • Doors that go nowhere - Intended or bug? Either way, they are rather annoying.

Grey
Loremaster
Posts: 3517
Joined: Thu Sep 23, 2010 10:18 pm
Location: London, England
Contact:

Re: Runescrye's Repository of Ideas

#2 Post by Grey »

I think the Angolwen teleport spell for mages should be removed entirely, and mages just be given Angolwen map access from the start. It's silly that archmages have a harder time getting in and out than other chars. The Rod of Recall makes some of the original purpose of the Angolwen spell useless.
http://www.gamesofgrey.com - My own T-Engine games!
Roguelike Radio - A podcast about roguelikes

Post Reply