Gaurus
Member
I will put these in a list format, it will be much easier on the eyes:
1. Map needed that reveals itself and saves as you go. This should toggle and pause play. I wasted a lot of time running around in order to memorize the landscape. I don't need many details, just would like an enlarge/shrink function to quickly survey where to go. (The compass in neat btw)
2. Separate storage bags. I like to keep things better organized within my inventory. For example all of the parchments would go inside a sack within a sack. I also might want a bag to keep weapons and one for armor.
3. Weight limit: It was kind of ridiculous at one point how much gear I had collected and stuffed in my inventory. This might be important for different classes if that will apply later.
4. food/drink/stamina: There should be a base value which drops acutely based on combat maneuvers and regenerates at a fixed rate to base. The base drops slowly to some minimum value the longer you go without food or drink. This should make things more interesting, perhaps forcing more parrying in combat to regenerate stamina and penalizing use of heavier weapons and armor. Finding (pickled/salted/beef jerky) food and drink to keep stamina maxed would add a new level of strategy to the game and make kitchens and taverns a reward to find.
5. More variety in gear and clothes for the ladies and guys who like to fight in style. Armor is armor, although it wouldn't hurt to put different insignia on the breastplates and shields. For the archers, thieves, and mages, there needs to be more options (both color and style) in leather and cloth. This adds a personal touch that gets players more invested in the game.
6. More rewards at the end of the long puzzle passage. It took me hours to figure out all of the puzzles and traps and then I got torched to death by the last obstacle and had to restart before figured out what "in sequence" meant. I guess I was just one of those dumb guards. Anyway, just 2 armor pieces after all of that? Weak.
7. NPCs. Adding a few of these would spice things up, just saying...
8. Backstory: How did I end up in the middle of this dungeon with just a torch anyway?
9. Torches: They don't obey the laws of physics like everything else (a fixed amount of mass does not give you unlimited energy or in other words hey have to burn out, and you will have to find some more.) Also would like to see alternative light sources and hopefully one I can wear and not have to carry at some point. (or a shining shield or insertable power jewel, for example, that sheds just enough light to fight by.)
10. A few gizmos: The game does well with switches and keys, but with the physics of this game there are lots of opportunities for other clever little puzzles that offer some hidden rewards that are not obvious at first glance. This keeps some players coming back to replay the game to find these little gems and makes it less painful if the game is going to be rouge-like (not saveable) since there will be more stuff to do on subsequent playthroughs. The hidden riddles in Batman: Arkham Asylum and the secret areas in DOOM are a good example of this concept. One example would be to occasionally put something valuable under the inordinate piles of junk lying around. A more intricate example would be to pull out a chair or board holding up a stack that then falls, revealing something useful. Or perhaps you could use a hatchet to chop open wicker baskets or the bigger axes (as opposed to a crowbar from Half-Life) to chop open some of those boxes. Unloading on a bunch of boxes might just work as stress relief if the player gets too frustrated.
Well that is enough for now. I'll post more when I think of it.
1. Map needed that reveals itself and saves as you go. This should toggle and pause play. I wasted a lot of time running around in order to memorize the landscape. I don't need many details, just would like an enlarge/shrink function to quickly survey where to go. (The compass in neat btw)
2. Separate storage bags. I like to keep things better organized within my inventory. For example all of the parchments would go inside a sack within a sack. I also might want a bag to keep weapons and one for armor.
3. Weight limit: It was kind of ridiculous at one point how much gear I had collected and stuffed in my inventory. This might be important for different classes if that will apply later.
4. food/drink/stamina: There should be a base value which drops acutely based on combat maneuvers and regenerates at a fixed rate to base. The base drops slowly to some minimum value the longer you go without food or drink. This should make things more interesting, perhaps forcing more parrying in combat to regenerate stamina and penalizing use of heavier weapons and armor. Finding (pickled/salted/beef jerky) food and drink to keep stamina maxed would add a new level of strategy to the game and make kitchens and taverns a reward to find.
5. More variety in gear and clothes for the ladies and guys who like to fight in style. Armor is armor, although it wouldn't hurt to put different insignia on the breastplates and shields. For the archers, thieves, and mages, there needs to be more options (both color and style) in leather and cloth. This adds a personal touch that gets players more invested in the game.
6. More rewards at the end of the long puzzle passage. It took me hours to figure out all of the puzzles and traps and then I got torched to death by the last obstacle and had to restart before figured out what "in sequence" meant. I guess I was just one of those dumb guards. Anyway, just 2 armor pieces after all of that? Weak.
7. NPCs. Adding a few of these would spice things up, just saying...
8. Backstory: How did I end up in the middle of this dungeon with just a torch anyway?
9. Torches: They don't obey the laws of physics like everything else (a fixed amount of mass does not give you unlimited energy or in other words hey have to burn out, and you will have to find some more.) Also would like to see alternative light sources and hopefully one I can wear and not have to carry at some point. (or a shining shield or insertable power jewel, for example, that sheds just enough light to fight by.)
10. A few gizmos: The game does well with switches and keys, but with the physics of this game there are lots of opportunities for other clever little puzzles that offer some hidden rewards that are not obvious at first glance. This keeps some players coming back to replay the game to find these little gems and makes it less painful if the game is going to be rouge-like (not saveable) since there will be more stuff to do on subsequent playthroughs. The hidden riddles in Batman: Arkham Asylum and the secret areas in DOOM are a good example of this concept. One example would be to occasionally put something valuable under the inordinate piles of junk lying around. A more intricate example would be to pull out a chair or board holding up a stack that then falls, revealing something useful. Or perhaps you could use a hatchet to chop open wicker baskets or the bigger axes (as opposed to a crowbar from Half-Life) to chop open some of those boxes. Unloading on a bunch of boxes might just work as stress relief if the player gets too frustrated.
Well that is enough for now. I'll post more when I think of it.
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