Thoughts and Ideas General

Pengman19

Member
@Tyon
Also, I don't know if the devs said anything about this, but is sheathing/unsheathing something they might implement in the game?
I believe I have brought this same point up, and I'm glad to see others interested.

In addition to this, I actually like the idea of being limited to only carrying weapons that you're able to. Meaning, you can carry a sword in one hand and torch in the other. Once you get an appropriate holster/scabbard/belt (s), you can sheathe your sword, and now you have a free hand to carry another weapon. There are certain belts that have holsters on each side, or over the shoulder scabbards.

I would like there to be a limit of three weapons you can carry; one for each hip, and one on your back, all requiring the necessary holster.

https://s-media-cache-ak0.pinimg.com/564x/a5/e2/a9/a5e2a982f31f20a7807768d9adabee3b.jpg
 

dustbiter

Member
From my steam guide:
"On your left is a passage with a sign marked with skull and crossbones. Ignore it for now and enter the door to the east.

In the new area there is a chest and a strongbox. The strongbox can be kept in your inventory..."
 

Qazlal

Member
I have an idea for Exanima, it appears after I was crawling a while in Exanima's mazes. Usually I put chairs or other environments in doorsteps to mark a room which I already searched and nothing interest for me to find in there. This actions have given a birth to an idea. The idea is to add chalk to the game so I can mark floor and walls with it, draw different signs etc.
What do you think of it?
 
I have an idea for Exanima, it appears after I was crawling a while in Exanima's mazes. Usually I put chairs or other environments in doorsteps to mark a room which I already searched and nothing interest for me to find in there. This actions have given a birth to an idea. The idea is to add chalk to the game so I can mark floor and walls with it, draw different signs etc.
What do you think of it?
There were some similar suggestions already: chalk, charcoal, blood&guts, magic marks, runes, etc.
Idea is extremely good, IMO.
 

konggary

Member
I have an idea for Exanima, it appears after I was crawling a while in Exanima's mazes. Usually I put chairs or other environments in doorsteps to mark a room which I already searched and nothing interest for me to find in there. This actions have given a birth to an idea. The idea is to add chalk to the game so I can mark floor and walls with it, draw different signs etc.
What do you think of it?
http://www.baremettle.com/forums/index.php?threads/signs.2920/
 

Alex9753

Member
Combat control can be better if swing of weapon from left to right will be by pushing a button (right mouse button), not mouse movement. It is greatly improve control.
 

ChavaiotH

Member
Combat control can be better if swing of weapon from left to right will be by pushing a button (right mouse button), not mouse movement. It is greatly improve control.
No, right mouse click is optimal for movement in combat.
Moving your mouse from left to right isn't a big deal.
 
Hey guys I posted a little idea on the reddit page and it was suggested I post it here.

I thought an idea for the arena mode might be to add crowd noise to add ambiance and give that 'pit fighter' feel to it.

Also a guy to come and drag the body away after like in the old days:

 

Magus

Member
I saw a dev quote saying they don't want respawn, as it makes choices less meaningless. I really think combat is the main feature of the game, so making less enemies seems like a step in the opposite direction. I do agree with meaningful choices tho, so I thought that maybe controlled respawns could work. Like, you walk on a skeleton ridden graveyard, if you go away and come back they will keep respawning, but if you kill the necromancer summoning them, or break some curse, it stops. Same could go for bandits/bandit chief etc. Then you could make some smaller "random encounters" like in Baldurs Gate, then as you were walking on a forest there would be some enemies that moved in just to keep you on your toes even on previously visited places. I would really enjoy places where I could fight endless battles or return after I'm better equiped to see how it goes now (or get vengeance on a certain kind of enemy that gave me too much trouble). The main reason I could not enjoy Age of Decadence (a indie game) was because I felt every single xp was too precious to miss, since they were limited, so I found myself going back on decisions to see if I didn't miss too much (and when I didn't I found my build lacking resources to proceed). Anyway, I just want you guys to keep in mind the "xp management" issue, since when you add skills and you have to make choices, this will be an issue (all battles might become mandatory for xp gain).

edit: 100% approve crowd noises on arena, easy to do and would add ALOT to it. :D
 

Saedriss

Member
I don't know if it has already been suggested (the thread is 33 pages long and I'm fairly new to the forum, and the game) but when I played the campaign and arena I would have liked a feature that allows you to see the cumulative protections on a body part by hovering your mouse over it and pressing a key (like Alt).
Sometimes it's hard to choose what to equip, especially when you don't have Armor Training III, and it would help to easily see where your protection is lacking.
 
I don't know if it has already been suggested (the thread is 33 pages long and I'm fairly new to the forum, and the game) but when I played the campaign and arena I would have liked a feature that allows you to see the cumulative protections on a body part by hovering your mouse over it and pressing a key (like Alt).
Sometimes it's hard to choose what to equip, especially when you don't have Armor Training III, and it would help to easily see where your protection is lacking.
The armor protects what you see, a helmet with an open face means that if you are hit in the face, you will receive mortal damage. That goes for all of the armor so you can see the gaps in your set and do what you can. I wear a breast plate and upper arm guards and helm but my shoulders and neck( because of my helm's design) are very exposed so I also wear a chain coif.

So I'm not sure what good it would do to show what's not protected when you can eyeball it. On top of that I leave my legs less protected because my character is short and I usually don't get hit down there
 
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Saedriss

Member
^
I know. But I want to see the numerical protection value, like when you click on a armor piece.
Exemple : If you have two layer of armor, each protecting for 2 against slashing on the torso, it would be nice being able to see that the total is "4 vs slashing" by simply putting your mouse over your character's torso.

Because around the fifth level you end up with 8-10 pieces of armor, sometimes overlapping, sometimes not. And it's hard to keep track of your protections values for each body part.
 
O
^
I know. But I want to see the numerical protection value, like when you click on a armor piece.
Exemple : If you have two layer of armor, each protecting for 2 against slashing on the torso, it would be nice being able to see that the total is "4 vs slashing" by simply putting your mouse over your character's torso.

Because around the fifth level you end up with 8-10 pieces of armor, sometimes overlapping, sometimes not. And it's hard to keep track of your protections values for each body part.
Ok that would be useful, I misunderstood ;). I would like to see somthing like that
 

dabarrett

Insider
I am not sure how many weapons are planned but I'd love to see a net that you could tangle an enemy in and proceed to pummel them, whips would be very nice as well, low damage and none to enemies with basic mail or any sort of armor where it hits but able to wrap around their body or legs to trip them up, I've seen how effective a giant flail's chain can be and I'd love to do a similar thing. As I write this I picture the Balrog's flaming whip doubting anything reminiscent of that would happen but still I like the thought. Also on a side note, pickaxes and other basic tools that could function as a weapon, slapping undead with a shovel sounds hilarious. Ballistae later on in a room which a player or npc can activate seems interesting and satisfying. The pugilist's gloves in the arena seem like a step towards a caestus which I hope makes it in, so many ideas, so many possibilities.
 

Nomad

Member
If you want to be a Dwarf, make the shortest person you can, put his/her physique as muscular but slightly fat, dress up in Viking or Russian inspired clothes and armor, and fight only with hammers and axes. If beards become a feature, those are mandatory. Never use magic unless it is in the form of an artifact. Ranged attacks are for faerie boys!
I did this yesterday, but there still isn't any beards :( Also, you cant really get that short.
 

Nomad

Member
I'm missing more weapon variations. Just different skins, really. It's always the exact same kind of rusty sword or axe you find. Later on, it's the same kind of upgraded sword or axe you find.
This is a smaller thing. But it is those sorts of details which make a difference in finding new loot and gear.
 
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