Changes I'd personally like.

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Simone
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Changes I'd personally like.

Post by Simone »

Remember. Personal opinion and they aren't demands or such. Only wishes. It's completely okay to disagree with everything as well.



- That one would stop waking up from thirst and hunger, when the health bar is almost full. Want this to only happen when health bar is close to 0.
(I have Medicine and Endurance so high now I no longer have to eat or drink.)

- To be able to imbue clothes again, so clothes would have any use at all.

- The "take all" button when taking items from chests and bags etc, to be bigger and on the bottom left side or a "take all" quick key.

- If you can heal yourself faster than you lose HP from dehydration and starvation, you never have to eat or drink. I wish this wasn't possible to do. I would like the change that the longer you wait to eat or drink, the more HP you start to lose. For example first it's only going -1 but as time goes it should just take more and more HP.

- Being able to start with all stats at 12 those who don't like to re-roll.

- Being able to quick travel to your house.

- The Amazon class to use Weapon Piercing or Bow, instead of Bludgeoning.

- Some classes with the same Axiom seems to get the very same skill, wish they'd get different. I mean there's a lot of skills to choose from.

- Being able to make explosive barrels. (Or buy them, maybe it's possible already to buy I just haven't found it)

- Being able to make one's own arrows. Think of the poor rangers.

- Sleep in other peoples beds when there's no one there, or if the owner is dead.

- Not being able to dehydrate when walking in rain. Should rather go up instead of down. (Why not drink the rain water?)

- Being able to cast offensive magic at entangled enemies. It doesn't work. Why not?

- Some funny books. (Actually nobody in Eschalon seems to have any sense of humor, sadly)

- Instead of foraging, change it to a skill that makes more reagents appear in the shops that sell them. Maybe become cheaper too. Or limit it to 12 reagents per 2 weeks or something.

- The A key to open the alchemy window.


For Book 3:

- More quests, less walking.

- A food bag. Food you pick up or buy goes to the bag. Right-clicking on the bag makes one eat the best selected food that's in it, that would not make the bar go over maximum. Shift-right click opens the bag so you can sell whatever you want. Holding the mouse over the bag shows what's in it, in the description.

- Option screen to bind keys.

- Only being able to sleep when tired. (Kinda unsure about this one.)

- Remixed Book 1 and 2 music. I would miss them, but would still want to feel it's new.

- More huge monsters. The giant beetles are awesome.

- Being able to set traps.

- Some kind of riding animal, but not a horse. It could be 2x2 panels big, have it's own health bar and have to eat and drink as well. To feed it you could just be close to it and use an inventory item that would be it's food and drink. It wouldn't be able to go through openings being 1 panel big but could go into caves. Also if it died, you'd just go buy another one. Haste when riding or just that it's faster in the same way that the player has faster walking speed than some enemies.



I might keep adding things, even delete. I'd like to hear what changes you agree with or what you'd like.
Last edited by Simone on May 31st, 2010, 4:54 pm, edited 14 times in total.
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IJBall
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Re: Changes I'd personally like.

Post by IJBall »

OK, I've been thinking about starting a similar thread, so I'll play! :)
Simone wrote:- Being able to quick travel to your house.
I absolutely second this! - Having to 'slow walk' from East Willow to my house every time is really quite annoying! - it's a total 'network time-killer'... :roll:
Simone wrote:- The Amazon class to use Weapon, Piercing instead of Bludgeoning.
- Some classes with the same Axiom seems to get the very same skill, wish they'd get different.
In this vein, I somehow find it just... wrong that one of the Rogue sub-classes doesn't get Skullduggery as their starting Skill - I personally think that the Rogue sub-class that gets Lore as a starting Skill should actually get Skullduggery instead. But if not that Rogue sub-class, than at least one of the Rogue-types should get Skullduggery as their starting Skill!
Simone wrote:- Sleep in other peoples beds when there's no one there, or if the owner is dead.
That would be cool, but only on a very limited basis, I think - if you could do that everywhere though, I think it would start to be an "exploit". Maybe it could be allowed in the houses of beds of single dwellings out in the boonies, but still wouldn't be allowed in cities and towns?... Of course, the other factor limiting the 'exploit' value of something like this is that bed-sleeping doesn't allow for the Repair skill to operate. :shock:

OK, here's my list:
  • A 'hot key' for opening up the Alchemy mixer - the 'P' key is already taken, so how about hitting the 'M' key (edit: oops! scratch that! - make it the 'A' key!!) to open up the potion mixer?
  • Bring back the use of the Return/Enter key to switch between Weapons sets
  • Being able to interact with even more of the environment: I really miss clickable skeletons in Book II... :cry: And I'd like to see more clickable bookcases, more clickable tables with note paper on them, and ever since Book I I've wanted to see some clickable potion shelves (that'd be a cool way to pick up potions in people's homes!...).
  • I think I'm going to save this for a separate thread posting, but I'm finding Forage to be too powerful in Book II, while, at the same time, finding it frustrating that Foraging doesn't manage to rustle up food as well. :|
Simone wrote:For Book 3:

- I wish for nothing more than some kind of riding animal. It could be 2x2 panels big, have it's own health bar and have to eat and drink as well. To feed it you could just be close to it and use an inventory item that would be it's food and drink. It wouldn't be able to go through openings being 1 panel big but could go into caves. Also if it died, you'd just go buy another one. Haste when riding or just that it's faster in the same way that the player has faster walking speed than some enemies.
BW has talked about this issue before and said that it would be difficult-to-impossible to implement riding/steeds using the current engine, so I wouldn't get your hopes up.

I'm only about halfway through Book II right now, but the thing I still want to see most in Book III, if not in Book II, is travel by boat (and not like it's 'quick travel', but actually sailing around coastlines! etc.).

Also, in Book III, I'd really love to see a separate inventory for just food and water - that would be a big help, IMHO... :mrgreen:
Last edited by IJBall on June 5th, 2010, 11:27 am, edited 2 times in total.
Simone
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Re: Changes I'd personally like.

Post by Simone »

I somehow find it just... wrong that one of the Rogue sub-classes doesn't get Skullduggery as their starting Skill - I personally think that the Rogue sub-class that gets Lore as a starting Skill should actually get Skullduggery instead. But if not that Rogue sub-class, than at least one of the Rogue-types should get Skullduggery as their starting Skill!
No rogue class have hide in shadows either.
[*]A 'hot key' for opening up the Alchemy mixer - the 'P' key is already taken, so how about hitting the 'M' key to open up the potion mixture?
The A key isn't taken I think. The M key is for magic. Unless I'm crazy.
I think I'm going to save this for a separate thread posting, but I'm finding Forage to be too powerful in Book II, while, at the same time, finding it frustrating that Foraging doesn't manage to rustle up food as well. :|
So easy to get money that way, and yeah. Find things like berries and apples would make sense?

I'm only about halfway through Book II right now, but the thing I still want to see most in Book III, if not in Book II, is travel by boat (and not like it's 'quick travel', but actually sailing around coastlines! etc.).
I thought of that too as soon as I saw a boat.
Also, in Book III, I'd really love to see a separate inventory for just food and water - that would be a big help, IMHO... :mrgreen:
We need a food bag!
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Re: Changes I'd personally like.

Post by IJBall »

Simone wrote:
I somehow find it just... wrong that one of the Rogue sub-classes doesn't get Skullduggery as their starting Skill - I personally think that the Rogue sub-class that gets Lore as a starting Skill should actually get Skullduggery instead. But if not that Rogue sub-class, than at least one of the Rogue-types should get Skullduggery as their starting Skill!
No rogue class have hide in shadows either.
Good catch! Yeah, one of them should have Hide In Shadows too.
Simone wrote:
[*]A 'hot key' for opening up the Alchemy mixer - the 'P' key is already taken, so how about hitting the 'M' key to open up the potion mixture?
The A key isn't taken I think. The M key is for magic. Unless I'm crazy.
D'oh!! :oops:
Yeah, you're right - the 'A' key would be a good choice for the potion mixer then.
flushfire
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Re: Changes I'd personally like.

Post by flushfire »

speaking of alchemy, skills should also not be dependent on each other. as it stands now there isn't any other reliable source for reagents aside from foraging. quantity and variety from stores are both crap. granted foraging in the game is real good, however that isn't a reason for alchemy to totally depend on foraging for it to be of any use. stores should sell more, it'd even be realistic. i mean i've never found a single variety store IRL that only sells 1 piece of most its items.
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Re: Changes I'd personally like.

Post by Simone »

flushfire wrote:speaking of alchemy, skills should also not be dependent on each other. as it stands now there isn't any other reliable source for reagents aside from foraging. quantity and variety from stores are both crap. granted foraging in the game is real good, however that isn't a reason for alchemy to totally depend on foraging for it to be of any use. stores should sell more, it'd even be realistic. i mean i've never found a single variety store IRL that only sells 1 piece of most its items.
Maybe Port Kuudad, with 2 shops, but guess it's not that reliable. Far from the beginning and would be expensive and all. I guess. It's hard for me to say cause I've had such high foraging every time.

Edit: Well I checked those shops and you're right. One of each, at times two and that's bad. I didn't know.
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Re: Changes I'd personally like.

Post by Noru »

Create food and draw water should only fill up the hunger and thirst bar, to avoid exploiting it :) I do it, I know it's makes the game way easy :D
Simone
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Re: Changes I'd personally like.

Post by Simone »

Noru wrote:Create food and draw water should only fill up the hunger and thirst bar, to avoid exploiting it :) I do it, I know it's makes the game way easy :D
You mean selling food and get rich? I might be confused. Selling food doesn't give that much money though. Unless you have lots of mercantile.
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Re: Changes I'd personally like.

Post by flushfire »

Simone wrote:You mean selling food and get rich? I might be confused. Selling food doesn't give that much money though. Unless you have lots of mercantile.
only if you create a few. even if there wasn't much money to be made from it, it's still broken the way it is.
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Re: Changes I'd personally like.

Post by Simone »

flushfire wrote:
Simone wrote:You mean selling food and get rich? I might be confused. Selling food doesn't give that much money though. Unless you have lots of mercantile.
only if you create a few. even if there wasn't much money to be made from it, it's still broken the way it is.
I thought the spells create food and draw water would just fill up the bars. I'd like if they did that. I mean if you can draw water into a water skin, you should be able to make it go into your mouth, haha.
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Re: Changes I'd personally like.

Post by Noru »

Simone wrote:
flushfire wrote:
Simone wrote:You mean selling food and get rich? I might be confused. Selling food doesn't give that much money though. Unless you have lots of mercantile.
only if you create a few. even if there wasn't much money to be made from it, it's still broken the way it is.
I thought the spells create food and draw water would just fill up the bars. I'd like if they did that. I mean if you can draw water into a water skin, you should be able to make it go into your mouth, haha.
The "problem" is, that with create food lv6, you create 2 out of the followings:

Potato, 2g, 0.3lb
Bread, 3g, 0.1lb
Fish, 3g, 0.1lb
Dried meat, 15g, 0.2lb

The last one is the major game-breaker :)

The spell costst 9 mana on lv 6, with high perception, you can easily regen 1-5 mana/round, effectively be able to create hundred of each these in a week. that's 2300g weekly. 2 week, and you can get lv8(trainer)+2(book)+4(2 rings) of Foraging, increasing the findings even more, as the reagents can be sold to different shops. And those shops has separate gold pool for paying for the stuff.
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Re: Changes I'd personally like.

Post by CrazyBernie »

Simone wrote:
I think I'm going to save this for a separate thread posting, but I'm finding Forage to be too powerful in Book II, while, at the same time, finding it frustrating that Foraging doesn't manage to rustle up food as well. :|
So easy to get money that way, and yeah. Find things like berries and apples would make sense?
I think people miss the point of Foraging.
Book II Player's Manual wrote:Foraging is a skill that is valuable to players who live off the land. A skilled Forager will have a slowed Hunger and Thirst bars because they are able scavenge for edible insects, drink the dew from leaves, and know where to find consumable items in even the harshest of environments. A master Forager may never have to bother themselves with manually eating a meal because they can keep themselves completely fed by what they find while adventuring. Furthermore, Forag-ing is extremely important for Alchemists because if gives you the ability to find valuable regents growing naturally around your campsite
You are finding things like berries and apples.... the difference is that you're eating them instead of the food that's in your backpack. That's why foraging reduces the speed a which your hunger and thirst bars decrease... 'cause you're "living off the land."
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CrazyBernie
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Re: Changes I'd personally like.

Post by CrazyBernie »

Simone wrote:- That one would stop waking up from thirst and hunger.
This was implemented to prevent you from "dying in your sleep." BW is looking at making the Hunger/Thirst penalties a bit tougher, so I'm not so sure you'd want to remove it then. :mrgreen:
Simone wrote:- To be able to imbue clothes again, so clothes would have any use at all.
BW was looking into this shortly before release; it may be on the list of things to do in the next patch.
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Re: Changes I'd personally like.

Post by IJBall »

CrazyBernie wrote:
IJBall wrote:I think I'm going to save this for a separate thread posting, but I'm finding Forage to be too powerful in Book II, while, at the same time, finding it frustrating that Foraging doesn't manage to rustle up food as well. :|
I think people miss the point of Foraging.
Book II Player's Manual wrote:Foraging is a skill that is valuable to players who live off the land. A skilled Forager will have a slowed Hunger and Thirst bars because they are able scavenge for edible insects, drink the dew from leaves, and know where to find consumable items in even the harshest of environments. A master Forager may never have to bother themselves with manually eating a meal because they can keep themselves completely fed by what they find while adventuring. Furthermore, Forag-ing is extremely important for Alchemists because if gives you the ability to find valuable regents growing naturally around your campsite
You are finding things like berries and apples.... the difference is that you're eating them instead of the food that's in your backpack. That's why foraging reduces the speed a which your hunger and thirst bars decrease... 'cause you're "living off the land."
You're probably right, Bernie, but I can't say I really care for Foraging being implemented that way.

If it's an either/or situation, than I'd rather wake up with berries and potatoes and seeds in my Forage sack than just have my bars go down slower.

Maybe it's silly, but I want to feel the "win" from Foraging, and I don't "feel" it if I don't wake up with some food in my sack. (I wanna see the dang berries in my dang sack, dagnabbit!! :mrgreen: ) But I realize that for others, YMMV...

(P.S. Though this is still more of a side-issue from my main concern with Foraging - that it's overpowered and needs to be scaled down regardless...)
Last edited by IJBall on May 29th, 2010, 12:40 pm, edited 1 time in total.
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Re: Changes I'd personally like.

Post by CrazyBernie »

I don't really see how it's overpowered... you have to spend an awful lot of time camping to take advantage of it. Perhaps BW just needs to increase the rate of random encounters so that people can't camp for 30 hours at a time... or make certain areas like dungeons not produce alchemical ingredients.

Or.... maybe adding miscellaneous items into the foraging pool... rotted meat, weapon fragments, the occasional fork...
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