Marsal
Arcane
- Joined
- Oct 2, 2006
- Messages
- 1,304
Some questions and observations Vault Dweller:
- Have you considered enforcing spending skill points as you acquire them, Fallout 3 style?
- Strength shouldn't give a flat damage bonus, IMO. How about x0.5 for daggers, x1 for 1-handed weapons, x1.5 for 2-handed, x2 for 2-handed axes and hammers. You add this (extra) bonus only when using power attacks with 2-handed weapons.
- While there is a plethora of builds and options in combat, there should be more diversity within some builds. Playing 1-handed spear + shield build is most fun I've had in the demo. Shield bash opens space and enables spear special to come into play. Throwing spears is an excellent way to deal damage keeping enemies at a distance. If you knock an enemy down, aimed head attack deals a lot of damage. My point is that you should introduce more "moves" that don't deal damage, but influence positioning and introduce more movement. Maybe even tie some to skill levels as "perks", like HTH moves in Fallout. Something like SHIELD PUSH: For 4AP push the target one square back and step into the square it was standing in without provoking AOOs. Must have (large) shield equipped, 95% chance of success, block 50, strength 7+ required.
- Add (smaller) 3rd and 4th combat slots. You can keep rarely used combat items here (nets, bolas, maybe throwing knives, bombs?). Cost of actions with these items is doubled compared to items in hand slots and they hold ONLY 1 item each.
- Don't charge 4AP for OPENING inventory, but for changing equipped items. Don't let players change armor in combat.
- Disable quick save between dialogue and combat. You can quick save and load a game where enemies aren't hostile.
- Add autosave before combat.
- Add a slider for speed of NPC combat animations. This should go to 400% (it goes to 200% now, IIRC).
- What material are crossbows made of? Can you craft them in the demo?
- Does the assassins guild have a vendor like the thieves guild?