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More Fortress Functionality! Give Us Ideas!

Posted: Mon Jun 16, 2014 2:56 pm
by Fortescue
I love the Fortress, but I think it could use some more fleshing out as your "home base" by providing more services. Tell me what you'd like the Fortress to be able to do!

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Here is one: your steward can perform a Sher'Tul genetic reshuffling on your character, resetting all your stat, class, category, prodigy, and generic points. Costs 200 Fortress energy.

Just a fun thing you could do if you got into the late game and wanted to see how a class could be built differently without having to start over completely. It wouldn't make your stronger or anything, it would just be a neat option.

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Or another nice convenience feature, after you complete the quest There and Back Again (regain access to the West) being allowed to pick your destination when taking your Fortress surface portal to be either West or East lands.

Again, it does not make you more powerful or change game balance in any way, it would just be more convenient to move around between Backup Guardians and Prides / Slime Path this way.

Re: More Fortress Functionality! Give Us Ideas!

Posted: Mon Jun 16, 2014 8:09 pm
by notacorporal
I like the idea of getting a preview of the destination (type of dungeon, something about the final boss). It would make the portal quest feel a bit more like an expedition, and less like a random grind. You have all your gear laid out for you, so kitting out should be a joy.

Re: More Fortress Functionality! Give Us Ideas!

Posted: Mon Jun 16, 2014 8:13 pm
by Fortescue
notacorporal wrote:I like the idea of getting a preview of the destination (type of dungeon, something about the final boss). It would make the portal quest feel a bit more like an expedition, and less like a random grind. You have all your gear laid out for you, so kitting out should be a joy.
Care to expand on that?

I don't know what you mean about having all your gear laid out for you.

Re: More Fortress Functionality! Give Us Ideas!

Posted: Mon Jun 16, 2014 8:18 pm
by StarKeep
Somebody doesn't use his storage room~

As for ideas...

Mock Battles against previously killed bosses.
Mock Battles against yourself.
Artifact show-case room. (Think the lore-orb thing, but for Artifacts that you transmog in any previous games.)
A shop that sells old 'lost' artifacts. (Artifacts whoes max level is far, far below your current level. This would be balanced by the usually high cost of them.)
Tea time with the Eidolon and Melinda.

Re: More Fortress Functionality! Give Us Ideas!

Posted: Mon Jun 16, 2014 8:21 pm
by Fortescue
I approve of all of this!

Re: More Fortress Functionality! Give Us Ideas!

Posted: Tue Jun 17, 2014 1:05 am
by The Revanchist
notacorporal wrote:I like the idea of getting a preview of the destination (type of dungeon, something about the final boss). It would make the portal quest feel a bit more like an expedition, and less like a random grind. You have all your gear laid out for you, so kitting out should be a joy.
I don't presume to know, either, but perhaps notacorporal is referring to an ability to either select traits of the next farportal, or at least see beforehand what they'll be? That way, you would be able to gear up accordingly, and not go in completely blind.

Probably a more expensive version.

As for more ideas, what about a "build-a-boss" room? Design your own custom boss, to test the capacity of your character? Would that have appeal to anyone?

Re: More Fortress Functionality! Give Us Ideas!

Posted: Tue Jun 17, 2014 2:17 pm
by Fortescue
The Revanchist wrote:"build-a-boss"
That would be a great training dummy room option, wouldn't it?

Re: More Fortress Functionality! Give Us Ideas!

Posted: Tue Jun 17, 2014 6:16 pm
by theshim
The Revanchist wrote: I don't presume to know, either, but perhaps notacorporal is referring to an ability to either select traits of the next farportal, or at least see beforehand what they'll be? That way, you would be able to gear up accordingly, and not go in completely blind.
Oh god, imagine something like maps from Path of Exile. This farportal will haaaaaave...+5 to item level of drops, but all monsters are now Solipsists! :twisted:

Re: More Fortress Functionality! Give Us Ideas!

Posted: Tue Jun 17, 2014 7:09 pm
by Fortescue
theshim wrote:
The Revanchist wrote: I don't presume to know, either, but perhaps notacorporal is referring to an ability to either select traits of the next farportal, or at least see beforehand what they'll be? That way, you would be able to gear up accordingly, and not go in completely blind.
Oh god, imagine something like maps from Path of Exile. This farportal will haaaaaave...+5 to item level of drops, but all monsters are now Solipsists! :twisted:
I LOVE IT

Re: More Fortress Functionality! Give Us Ideas!

Posted: Tue Jun 17, 2014 8:33 pm
by The Revanchist
Fortescue wrote:
theshim wrote:
The Revanchist wrote: I don't presume to know, either, but perhaps notacorporal is referring to an ability to either select traits of the next farportal, or at least see beforehand what they'll be? That way, you would be able to gear up accordingly, and not go in completely blind.
Oh god, imagine something like maps from Path of Exile. This farportal will haaaaaave...+5 to item level of drops, but all monsters are now Solipsists! :twisted:
I LOVE IT
On the flip-side, though...

What if you weigh the enemies to all deal absurd [insert damage type your character is resistant to here]? And then raise the experience you gain and item level to "compensate"? It sounds like a valid concern. :?

Re: More Fortress Functionality! Give Us Ideas!

Posted: Tue Jun 17, 2014 9:10 pm
by Planetus
For a long, long time I've wanted to see the Fortress have an expensive (in energy or gold, unsure) item-crafting option. At the very least, an option to strip enchantments from items, turning them into whites of the same tier (this would make the drive to get tier5 whites for the Crystal items or jewelry much easier). I'd like more for there to be some kind of earned and/or semi-random-but-guided enchantment/crafting of items. For example, maybe every time you strip an enchantment from an item, you can place that enchantment on another item. Maybe the cost, or maybe the chance of destroying the item and loosing the enchantment, increase the more enchantments are already on it. Or, maybe you earn 'points' to the enchantment and can apply it as often as you have resources to do so (though still with the failure chance).

Or maybe you somehow unlock some kind of vague categories, like class themes, elemental themes, etc. each of which randomly selects from a subset of enchantments to be added to the item, so you could turn white gloves into something fire-mage themed (likely to add +% fire damage, +mag/wil/cun, +spellpower, +casting speed, %chance flame on spell, etc). Or maybe just gain some random fire-theme and some other random mage-theme bonuses.

This would be a very nice late-game resource sink, allow late-game players to customize items, maybe allow earlier characters to fill that item slot that they've NEVER found ANYTHING useful for after 15+ levels (if creating the item itself is an option).

Re: More Fortress Functionality! Give Us Ideas!

Posted: Tue Jun 17, 2014 9:28 pm
by Fortescue
Planetus wrote:For a long, long time I've wanted to see the Fortress have an expensive (in energy or gold, unsure) item-crafting option. At the very least, an option to strip enchantments from items, turning them into whites of the same tier (this would make the drive to get tier5 whites for the Crystal items or jewelry much easier). I'd like more for there to be some kind of earned and/or semi-random-but-guided enchantment/crafting of items. For example, maybe every time you strip an enchantment from an item, you can place that enchantment on another item. Maybe the cost, or maybe the chance of destroying the item and loosing the enchantment, increase the more enchantments are already on it. Or, maybe you earn 'points' to the enchantment and can apply it as often as you have resources to do so (though still with the failure chance).

Or maybe you somehow unlock some kind of vague categories, like class themes, elemental themes, etc. each of which randomly selects from a subset of enchantments to be added to the item, so you could turn white gloves into something fire-mage themed (likely to add +% fire damage, +mag/wil/cun, +spellpower, +casting speed, %chance flame on spell, etc). Or maybe just gain some random fire-theme and some other random mage-theme bonuses.

This would be a very nice late-game resource sink, allow late-game players to customize items, maybe allow earlier characters to fill that item slot that they've NEVER found ANYTHING useful for after 15+ levels (if creating the item itself is an option).
That sounds awesome too! So many great ideas coming out of this thread.

Re: More Fortress Functionality! Give Us Ideas!

Posted: Wed Jun 18, 2014 8:33 am
by grobblewobble
Fortescue wrote:Tell me what you'd like the Fortress to be able to do!
Fly. Costs absurd amounts of energy, allows you to fight weird space creatures like in the first archmage quest.

Re: More Fortress Functionality! Give Us Ideas!

Posted: Wed Jun 18, 2014 10:42 am
by Grey
An arena simulation - dump a bunch a of enemies on one side and another bunch of enemies on the other side. Can only include enemies you've killed yourself. So if you want to see the simulation of Linaniil vs Atamathon then you need to be pretty uber yourself ;)

Re: More Fortress Functionality! Give Us Ideas!

Posted: Wed Jun 18, 2014 8:28 pm
by Planetus
grobblewobble wrote:
Fortescue wrote:Tell me what you'd like the Fortress to be able to do!
Fly. Costs absurd amounts of energy, allows you to fight weird space creatures like in the first archmage quest.
Maybe AND land (i.e. appear and place the portal to the Fortress) just outside of any town or dungeon you've already been to!