Rpg Towns, Party, Realistic areas
Posted: Thu Mar 26, 2015 10:29 pm
1. Actual Towns:
In many rpg games where there are towns, you get the shop, often a few for different kinds of items, but you also get the tavern and some quests and all that flavor, many kinds of buildings, temple, trainer, etc etc. The towns in this game, its like almost every building is itemspam. Since we get so much itemspam from monsters (and little gold) I never bought anything. It seems unrealistic to have almost every building be an itemspam shop. I think the game would greatly improve from the more standard rpg towns.
The quest with the sunken city mentioned a waterbreathing spell from a guy in a tavern in Derth? What tavern? If I hadn't come across a belt of breathing I would never have entered the underwater dungeon, but my point is, I went and looked for a tavern, which rpg towns love to have, but didn't see it, just a pile of shops.
So the towns seem very unrealistic and flat. Even games from decades ago, you'd have towns with all kinds of things in them, not just a massive pile of shops.
An option to nerf death so at least to come out of the last town would be a nice compromise also, maybe pay some fee at a temple or do some quest for them. (Provided you are not an undead; I cant really get playing a ghoul or evil character anyway but whatever...)
2. Multi Party:
Which brings me to next idea, is what if we could make a standard rpg party of at least 4 or 6. It is rare for one guy to go alone into a masses of monsters. Should he be surprised when they tear him apart soon? This would add so much to the game I think. its basically been a standard that has worked well for decades. This would also be interesting regarding deaths. So, your fighter dies but your mage manages to escape alive. Well, he has to go to a quest to find a new fighter (which you make and gets added maybe a level behind the remaining characters). And the player would get to advance several different types of characters and how they fight together tactically. Adds a whole nother dimension to play.
3.
Infinite dungeon realism:
example: I met an inquisitor and wizard and a bunch of monsters trapped in a sealed room stacked like sardines. Man they must have been bored and not hungry (and not needing to breathe). So when I open the door, they attack me. The inquisitor and the mage somehow have become friends. What are humans, rogues and all, even doing in that unescapable dungeon, let alone sitting locked in rooms waiting, with no dialogue options, to be bland tile enemies for me? There is no story, no explanation or realism. The random human enemies get along with slimes and undead and anything but not the pc. And then there are swimming aquatic creatures not even in the water, just randomly in the hall. Having some communities set apart of human who came in and got trapped but bred in there, this could make sense, maybe some underground towns built, safe zones, with some quests and then the monster zones, with monsters that make sense together and where they are, would make this so much better to adventure in, I think.
In many rpg games where there are towns, you get the shop, often a few for different kinds of items, but you also get the tavern and some quests and all that flavor, many kinds of buildings, temple, trainer, etc etc. The towns in this game, its like almost every building is itemspam. Since we get so much itemspam from monsters (and little gold) I never bought anything. It seems unrealistic to have almost every building be an itemspam shop. I think the game would greatly improve from the more standard rpg towns.
The quest with the sunken city mentioned a waterbreathing spell from a guy in a tavern in Derth? What tavern? If I hadn't come across a belt of breathing I would never have entered the underwater dungeon, but my point is, I went and looked for a tavern, which rpg towns love to have, but didn't see it, just a pile of shops.
So the towns seem very unrealistic and flat. Even games from decades ago, you'd have towns with all kinds of things in them, not just a massive pile of shops.
An option to nerf death so at least to come out of the last town would be a nice compromise also, maybe pay some fee at a temple or do some quest for them. (Provided you are not an undead; I cant really get playing a ghoul or evil character anyway but whatever...)
2. Multi Party:
Which brings me to next idea, is what if we could make a standard rpg party of at least 4 or 6. It is rare for one guy to go alone into a masses of monsters. Should he be surprised when they tear him apart soon? This would add so much to the game I think. its basically been a standard that has worked well for decades. This would also be interesting regarding deaths. So, your fighter dies but your mage manages to escape alive. Well, he has to go to a quest to find a new fighter (which you make and gets added maybe a level behind the remaining characters). And the player would get to advance several different types of characters and how they fight together tactically. Adds a whole nother dimension to play.
3.
Infinite dungeon realism:
example: I met an inquisitor and wizard and a bunch of monsters trapped in a sealed room stacked like sardines. Man they must have been bored and not hungry (and not needing to breathe). So when I open the door, they attack me. The inquisitor and the mage somehow have become friends. What are humans, rogues and all, even doing in that unescapable dungeon, let alone sitting locked in rooms waiting, with no dialogue options, to be bland tile enemies for me? There is no story, no explanation or realism. The random human enemies get along with slimes and undead and anything but not the pc. And then there are swimming aquatic creatures not even in the water, just randomly in the hall. Having some communities set apart of human who came in and got trapped but bred in there, this could make sense, maybe some underground towns built, safe zones, with some quests and then the monster zones, with monsters that make sense together and where they are, would make this so much better to adventure in, I think.