crufty
Arcane
sad that a lot of this stuff was present in magic candle, ultima, dragon wars etc. from 20 yrs ago.
Actually that is depressingDisconnected said:Phase-/turn-based combat.
Party-based combat.
Pre-combat auto-saves.
Permadeath.
Abundance of recruitable PCs.
Not being teleported into the arms of bossmonsters just because a stealthy PC got too close to some shitty script trigger.
Meaningful combat mechanics: as in not mindlessly hitting attack, and not being limited to casting the same 5 spells 5 times per day.
Vision & time that matters.
Story branches that utterly & irrevocably change the game world, or no story lines at all.
Skill-based dialogue that isn't labelled as such.
Getting nicked for nicking stuff.
Riddles.
Puzzles.
Traps that are more than XP dispensers for rogues.
Religious zealots and/or gods that actually do stuff.
Competing adventuring parties.
Objective-driven factions.
Randomly generated dungeons and wilderness.
Random encounters.
...
I'm just going to stop here, because.. It's getting depressing.
Bluebottle said:A crafting based spell system, á la Ultima VIII. Another great idea that has yet to be expanded upon, or even imitated. The closest is alchemy in TES, but that still misses most of the point.
What she said.Disconnected said:Phase-/turn-based combat.
Party-based combat.
Pre-combat auto-saves.
Permadeath.
Abundance of recruitable PCs.
Not being teleported into the arms of bossmonsters just because a stealthy PC got too close to some shitty script trigger.
Meaningful combat mechanics: as in not mindlessly hitting attack, and not being limited to casting the same 5 spells 5 times per day.
Vision & time that matters.
Story branches that utterly & irrevocably change the game world, or no story lines at all.
Skill-based dialogue that isn't labelled as such.
Getting nicked for nicking stuff.
Riddles.
Puzzles.
Traps that are more than XP dispensers for rogues.
Religious zealots and/or gods that actually do stuff.
Competing adventuring parties.
Objective-driven factions.
Randomly generated dungeons and wilderness.
Random encounters.
...
I'm just going to stop here, because.. It's getting depressing.
Liberal said:e.g. drinking a mana potion would not only restore your mana but also burn your health. But I don't know of any RPG that uses such a concept.
I think that most of fights when you are attacking any reasonably powerful organization should be practically unwinnable unless you have good leadership skills and good allies/mercenaries.Lebanese Warrior said:- Nearly impossible to beat fights, not necessarily a 'boss', for example if you are storming a gang hideout, you should have a hard time staying alive
Funnily enough Bioshock did this. Cigarettes do +mana -health while... something (alcohol I think?) does +health -mana.Liberal said:drinking a mana potion would not only restore your mana but also burn your health. But I don't know of any RPG that uses such a concept.
Donkey Balls said:Speaking of +mana -health concepts, DA:O has a specialization (Blood Mage) that allows you to use your health as mana.
The entire spellcasting system of BAK worked like this, 17 years ago.Lebanese Warrior said:Donkey Balls said:Speaking of +mana -health concepts, DA:O has a specialization (Blood Mage) that allows you to use your health as mana.
It's a knock off from WoW.
Rageing Atheist said:Barter system similar to Fallout, which would allow you to barter with most npc-s. It would be an extra nice touch if you could occasionally rip some stupid npc-s off by selling them worthless shit as "magic items".
Rageing Atheist said:"Yell" button in first person games with dumb npc-s and tight areas, like in MM 6-8.
Rageing Atheist said:Something that would give a reason for you to dress properly in towns and cities instead of running around in heavy armor, like the smoking suit in Arcanum.
A system that would allow you to scribe bits of dialog that you deem interesting/potentially useful into your journal, like in Geneforge.
Rageing Atheist said:Enforced food and resting requirements.
Rageing Atheist said:Dungeons and caves that are actually dark and force you to use torches, like in Eschalon.
Day and night cycle affecting gameplay, like in Arcanum (easier to hide and pickpocket, harder to hit enemies). Also the orc gangs that would spawn at night in Tarant was a nice touch. Make the game play differently at day and night.
Rageing Atheist said:Good turn-based combat.
Open world.
Relatively free-form and vague parts of main quest which would require you to explore the world and gather information, like "find the waterchip".
Possibility to miscast spells with unexpected consequences that could be either harmful or beneficial like in tabletop Warhammer.
Different rivalling factions.
Rivalries between different non-hostile settlements.
Different reputation for the pc in different areas/with different factions.
soggie said:Rageing Atheist said:A system that would allow you to scribe bits of dialog that you deem interesting/potentially useful into your journal, like in Geneforge.
No comment on these. Not something I'd notice in an RPG
Rageing Atheist said:This would be good imo since it would make the player try to distinguish relevant information from irrelevant by himself, instead of relying on automatically generated journal entries.