What content would you like added?

Burnerbro

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Oct 24, 2020
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Honestly basically no sandbox game I can think of except for the Dead Rising series will have things strictly timed, and in Dead Rising that's because the timer is the whole point. The game is built from the ground up around a timer. If you take a game where things are built with the firm idea of "no strict timer," and suddenly start adding in strict timers and punishments for not doing things quickly, then that is going to clash with the game that is there and it will, in no uncertain terms, detract from the experience. Work with the core vision, not against it, just because what you think goes against it would be cool.
Out of my personal recent experiences with RPGs, Kingdom Come: Deliverance and Pathfinder Wrath of the Righteous spring to mind when I think about the games that have successfully put timers on missions. In both having some sort of pressure put onto me by the game prevented me from optimizing the fun out of those games, to immerse myself in their worlds and to have the open world exploration flow better.

However in KCD you can almost never fail a quest in that manner, the circumstances simply change, usually for the worse, if you are faffing about too much despite being told to hurry - still leaving you with enough information/resources/NPC good will to finish the quest in an imperfect manner. Meanwhile PWTOR only ever works with timers that are tied directly into its Acts system, with all of such quests clearly labeled. Moreover the Act shifts are rarely tied to the passage of in-game time (as opposed to player actions), and when they do they are is incredibly generous.

Now that I think about it, one of the most universally requested changes between the two Pathfinder games was the removal of separate and often hidden or vague in-game timers on quests and certain events. So it seems that even are far less casual audience of nerds looking specifically for an old-school RPG experience by and large hated the idea of racing against the clock.


"Cousin it's your cousin! Why don't you take me bowling?"
I hope you aren't impugning the honor of GTA 4? It is only a slightly less heinous crime than disrespecting HoMM3, and I will be obligated to 1v1 you on de_dust at dawn.
 
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DawnCry

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Sep 18, 2016
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I'm already tired so will be just direct.

First I don't get that by posting in this thread I had to write a full document, what do you think is the chance that whatever is said here gets done? zero. I originally thought that it would be fun to comment and other people comment and all that, but it did get into a debate, sometimes not even that about the implementation and how a vaguely defined idea that was.

People, i didn't make a full 100 page document about stuff nor did I prepare how to implement it.

Second the reason I got tired is cause you can say whatever you want but the whole situation is you interpreting the worst possible outcome and not going over that. I just thought sharing an idea could be fun, by no means it is perfect and it would need heavy reviewing and thinking to make it into something okay to implement. So congratulations on showing how an idea in itself isn't ready to implement.

I don't know why did I even bother to enter a debate over something that wasn't even meant for that, on that aspect is my mistake. Would I find it fun that territories could change based on corruption? hell yeah, would I find it fun a more reactive world balanced so that it doesn't get annoying? yeah. Do I expect that to happen? to be fair not at all.

So gonna leave it at that, forget my sin and move along if possible.
 

Jorr The Great

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Jul 9, 2019
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I'm already tired so will be just direct.

First I don't get that by posting in this thread I had to write a full document, what do you think is the chance that whatever is said here gets done? zero. I originally thought that it would be fun to comment and other people comment and all that, but it did get into a debate, sometimes not even that about the implementation and how a vaguely defined idea that was.

People, i didn't make a full 100 page document about stuff nor did I prepare how to implement it.

Second the reason I got tired is cause you can say whatever you want but the whole situation is you interpreting the worst possible outcome and not going over that. I just thought sharing an idea could be fun, by no means it is perfect and it would need heavy reviewing and thinking to make it into something okay to implement. So congratulations on showing how an idea in itself isn't ready to implement.

I don't know why did I even bother to enter a debate over something that wasn't even meant for that, on that aspect is my mistake. Would I find it fun that territories could change based on corruption? hell yeah, would I find it fun a more reactive world balanced so that it doesn't get annoying? yeah. Do I expect that to happen? to be fair not at all.

So gonna leave it at that, forget my sin and move along if possible.
The general summary is that it is too much work to carry out your idea, not necessarily because it is bad or something similar. I honestly think they should have told you that as a final point (which is what developers commonly do) from the beginning to avoid wasting time on both sides and do not worry, these conflicts happen very often in this forum and I doubt that it is the last time.
 
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DawnCry

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Sep 18, 2016
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The general summary is that it is too much work to carry out your idea, not necessarily because it is bad or something similar. I honestly think they should have told you that as a final point (which is what developers commonly do) from the beginning to avoid wasting time on both sides and do not worry, these conflicts happen very often in this forum and I doubt that it is the last time.
To be fair on that aspect I'm guilty, Wolfram said directly at the start that it would be too much work and I answered that some of the stuff I would consider it worth it for the time used which made the debate continue, albeit I didn't mean it as anything other than that.

Still rather than a closed answer like that I would have liked to get a more idealistic talk about what he would like to see, what parts of what I said he would take out and why and what would he improve. That's kind of the talk I hoped for.
 
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UndyingRevenant

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Feb 23, 2021
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Something I've noticed for tanks, is that atugia's ability to redirect damage other party members take to herself seems good in a way that seems like it should be a bit more commonly available. might be for balance reasons but it'd be cool if the tanks at will stances like shielded etc had the damage redirection added to them, and maybe reduced the other benefits some to compensate? currently as a player tank without a direct way to guarantee aoes primarily hit you it feels like you ought as well just use a 2h and take atugia as a comp instead, there's plenty of defensive options and combat rez but especially on equal playing field content where everythings the same level, it seems like damage can flux high enough with enemies that it'd help squishy pcs or comps to do that, to keep atugia special maybe just make the redirection on other tank characters or comps a bit weaker since they have more offensive options. could also do what a few other turn based rpgs have done and instead have a "cover" ability where a tank can select one character in particular to defend. might not be able to add it for balance purposes but especially on higher settings could feel a lot better imo, and make other tank/y companions fulfill their role
 

Prent

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Aug 8, 2021
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Something I've noticed for tanks, is that atugia's ability to redirect damage other party members take to herself seems good in a way that seems like it should be a bit more commonly available. might be for balance reasons but it'd be cool if the tanks at will stances like shielded etc had the damage redirection added to them, and maybe reduced the other benefits some to compensate? currently as a player tank without a direct way to guarantee aoes primarily hit you it feels like you ought as well just use a 2h and take atugia as a comp instead, there's plenty of defensive options and combat rez but especially on equal playing field content where everythings the same level, it seems like damage can flux high enough with enemies that it'd help squishy pcs or comps to do that, to keep atugia special maybe just make the redirection on other tank characters or comps a bit weaker since they have more offensive options. could also do what a few other turn based rpgs have done and instead have a "cover" ability where a tank can select one character in particular to defend. might not be able to add it for balance purposes but especially on higher settings could feel a lot better imo, and make other tank/y companions fulfill their role
At the same time though Atugia is lacking in a lot of ways such that this is the only thing she really has going for her
 
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Burnerbro

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Ideally, the player's side will see the Threat mechanics made 100% reliable in drawing aggro away from targets that don't generate it, while the enemies will have more of their dedicated tanks directly getting in the way of attacks aimed at the squishes they protect. However if it is vital to have both sides working in the same mechanical framework, the second method is inherently more reliable and it will feel more natural for such a system to require set-up, allowing the hyper-fast characters to get an attack in before the meatshield abilities are activated.

As for Atugia, if she either gets her regen spell reworked to give a more powerful effect on a longer cooldown or gets an immunity to non-resolve crits, she will be golden. Hell, if there ever will be more potent hybrid threats in the concurrent endgame, her hybrid tanking capabilities will finally come into their own.
 

Prent

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Aug 8, 2021
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Ideally, the player's side will see the Threat mechanics made 100% reliable in drawing aggro away from targets that don't generate it, while the enemies will have more of their dedicated tanks directly getting in the way of attacks aimed at the squishes they protect. However if it is vital to have both sides working in the same mechanical framework, the second method is inherently more reliable and it will feel more natural for such a system to require set-up, allowing the hyper-fast characters to get an attack in before the meatshield abilities are activated.

As for Atugia, if she either gets her regen spell reworked to give a more powerful effect on a longer cooldown or gets an immunity to non-resolve crits, she will be golden. Hell, if there ever will be more potent hybrid threats in the concurrent endgame, her hybrid tanking capabilities will finally come into their own.
Yeah, it’d be a really big buff for her to get a shield
 

Burnerbro

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Yeah, it’d be a really big buff for her to get a shield
She can even do without the shield and its associated boost to defense stats. Her status as a weird not!undead sustained by overly abundant life force and practically immune to decapitations can be enough of a justification for just giving her a crit immunity as is.
 

wery12345

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There really isnt a good tank ability for the PC is there, I say this because at this point my party will probably always be fuckin Cait and Kiyoko, they can handle everything. But from my ecperience Mirror stance is still the best stance to do tanking. I dont think there is any recharge ability for tanking is there?
 

Kingu2

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May 20, 2020
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There really isnt a good tank ability for the PC is there, I say this because at this point my party will probably always be fuckin Cait and Kiyoko, they can handle everything. But from my ecperience Mirror stance is still the best stance to do tanking. I dont think there is any recharge ability for tanking is there?
uh, there is guard stance and the upgraded shield stance you also have holy ward to protect a specific companion.

for defensive recharge abilities you got shield of light, spirit veil and vanguard.
 
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Prent

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There really isnt a good tank ability for the PC is there, I say this because at this point my party will probably always be fuckin Cait and Kiyoko, they can handle everything. But from my ecperience Mirror stance is still the best stance to do tanking. I dont think there is any recharge ability for tanking is there?
Shield Stance increases your damage reduction by 50% and generates a ton of threat, then generates more every turn automatically. It’s way better than mirror stance for tanking
 

SomeNobody

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Dec 18, 2020
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It'd be nice if we could wield two shields at once to become the ultimate tank.
Would be pretty neat.

Could even just add something like a specific Spiked Shield or Blade-edged Shield to be obtained that is equipped to the primary hand instead of being off-handed, would still provide the crit-protection but in stats would be halfway between a shield and a weapon.
 

Burnerbro

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Oct 24, 2020
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No Attack Moves. Only Shield.

And when you go down, a bunch of self-propelling tiny shields pop up that still protec allies.

Become The Wall That Walks.
 

Wint3rRyd3r

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Feb 14, 2021
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The only commands should be defend, shield stance, and unbreakable. Nothing else allowed for the twin shield might. Imagine only using one shield like a fucking plebian. No weapons. No offence. Only shields now.
 
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Spidereggs

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Sep 4, 2021
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View attachment 18979
Ask and thou shalt recieve.
Objection! Pictured is a dueling shield, a fairly obscure weapon used in judicial duels, and though googling "dueling shield" returns the wikipedia article for lantern shields, those are way weirder!
h5rdrc6pi6z21.jpg
 

UndyingRevenant

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Feb 23, 2021
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Edit: my bad didn't test later enemies, resistances are shown Unless I'm not seeing it, it would be nice for elemental resists on "sense" stats, the magic resist works ok as a tell, and some are sorta obvious, AND might be hard to fit ui wise especially if you include rarer type attacks besides main elements, but would remove a lot of guess work and memorization. stats are cool to see but imo elemental resists and weaknesses are bit more valuable. there appears to be a empty box, so eventually what could be cool is if you had a icon system for each element, fireball for fire etc, and a icon for weak, resistant, nullified, or blank for normal. it could make ui have those accessible without clutter while keeping the stats. could be a balance decision maybe but kinda makes mages a bit more pia than they should be
 

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Prent

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Aug 8, 2021
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Unless I'm not seeing it, it would be nice for elemental resists on "sense" stats, the magic resist works ok as a tell, and some are sorta obvious, AND might be hard to fit ui wise especially if you include rarer type attacks besides main elements, but would remove a lot of guess work and memorization. stats are cool to see but imo elemental resists and weaknesses are bit more valuable. there appears to be a empty box, so eventually what could be cool is if you had a icon system for each element, fireball for fire etc, and a icon for weak, resistant, nullified, or blank for normal. it could make ui have those accessible without clutter while keeping the stats. could be a balance decision maybe but kinda makes mages a bit more pia than they should be
Not 100% sure I understand what you’re getting at, but if a resistance isn’t listed on a foe’s stat page it means that the damage is neutral towards that foe.
 
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UndyingRevenant

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Feb 23, 2021
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Not 100% sure I understand what you’re getting at, but if a resistance isn’t listed on a foe’s stat page it means that the damage is neutral towards that foe.
yeah, sorry my bad, apparently i really have bad vision or memory, it does start showing resistances and weaknesses on stuff like the wraith chimera, was just expecting early enemies to have had them and i was kinda dumb
 

Prent

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Aug 8, 2021
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yeah, sorry my bad, apparently i really have bad vision or memory, it does start showing resistances and weaknesses on stuff like the wraith chimera, was just expecting early enemies to have had them and i was kinda dumb
It’s no biggie
 

Wint3rRyd3r

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Feb 14, 2021
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Those shields are too normal we need some real defense worthy of two shield style

spike shield.jpg

Or

gun shield.jpg