Wish List for Book II {Compiled}

Here's where all things related to Book II are being discussed!
s1l3nt0n3
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Post by s1l3nt0n3 »

Also 'fairness' to other professions, if one may say so, when you first selected your background - ie figher, mage, druid or range - should have + (a number here) of skill rather than none and one has +3.. In book 1 this was the case with the mage who received more skills and pluses compared to its counterparts..

Am I wrong?

Oo and if Basilisk is considering expanding its game they ought to consider a 'banking' system perhaps? To save items? Money? When one dies they should lose a percent of loot?

Spice it up
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Bluthand
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Re: Wish List for Book II {Compiled}

Post by Bluthand »

Zevan wrote: I'd rather it automatically holster the shield on the characters back when u use the torch or switch to a bow or some other 2-handed weapon
I'd like to emphasize that: I'm playing a sword and shield warrior that uses a bow sometimes and it is annoying to unwield the shield before able to press ENTER to use the bow (und wield it afterwards).

I never use torches for the same reason (prefer cat's eyes, predator sight and fighting in the dark).

There is IMHO no urgent need to change character graphics for that. Simply leave the shield in the slot but deactivate/grey it to visualize that it doesn't count at the moment.
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Daemian Lucifer
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Post by Daemian Lucifer »

Merging of ToHit and damage rolls.
For example:If you have 50% chance of hitting something,and youd do5-10 damage,then youd do 1-2 damage if you rolled 51%-54% on ToHit,2-4 if you got 55%-58%,3-6 for 59%-62%,4-8 for 63%-66%,5-10 for 67%-75%,6-12 for 76%-84%,7-14 for 85%-88%,8-16 for 89%-92%,9-18 for 93%-96%,and 10-20 for97%-100%.

Reducing the randomness for loot by adding treasure tables.

Scalable XP:The tougher the enemy you killed,the more XP you get.If it is weaker,less XP for you.

Even more aligment extreeme choices:
[extreme good] Turning dow the reward.Good samaritans would do good deeds for free.But they should get either more XP,or (even better) quite a reputation,which would result in better prices and some non-monetary gifts(teaching a skill/spell).
[extreme evil] Raping defensles women.Killing them is evil,but raping them and then killing them is fiendish.Especially if you play a female character.
acoustibop
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Post by acoustibop »

Daemian Lucifer wrote:[extreme evil] Raping defensles women.Killing them is evil,but raping them and then killing them is fiendish.Especially if you play a female character.
Why only defenceless women, Daemian Lucifer? Why not defenceless men? Or children? Or monsters of whatever sex or age? What if they're not defenceless? Why is it worse if you're playing a female character? Why do you want the option to rape people anyway? Are you beginning to understand what an unsupportable choice this is?
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Daemian Lucifer
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Post by Daemian Lucifer »

acoustibop wrote: Why only defenceless women, Daemian Lucifer? Why not defenceless men? Or children? Or monsters of whatever sex or age?
Id have no problem with this,but I guess the game would quickly be rated as extremelly offensive,and probably banned from many places.
acoustibop wrote: What if they're not defenceless?
I dont think it would be that easy,or even doable,to rape someone with a dagger.If you disarmed them/knocked them out it would be doable.
acoustibop wrote: Why is it worse if you're playing a female character?
The same reason why it would be worse for a male to rape a male/gay female,or for a female to rape a gay male.Although,there again rise the problem of the game being considered offensive in many places(I dont know why people find gay men more offensive than gay women,but it is like that).
acoustibop wrote: Why do you want the option to rape people anyway?
Like I said:Its the more evil thing than killing someone.Its not much for the gameplay,but it is something for the realism(especially since its a medieval setting).
acoustibop wrote: Are you beginning to understand what an unsupportable choice this is?
No,not really :twisted:
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Daemian Lucifer
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Post by Daemian Lucifer »

Sorry for doubleposting,but another thing came to my mind:

Sustainable instead of limited time spells.Meaning that instead of the buff having a limited duration of rounds,it drains X mana points each round(or 1 point every Y rounds),where X would be smaller(or Y greater) with higher levels(so to be similar to current higher level equals longer duration).Of course,you can always stop concentrating on the spell.Or even a very powerfull hit can break your concentration(if you fail a save,of course).It is so annoying for me to have to recast all of my buffs,especially on higher levels when my mana regenerates long before the buffs expire.
Nakayar
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Post by Nakayar »

44]*Save Game files saved into installed path of game and not "My Documents"
This one would be huge for me as I had several weird saved game things going on because my nice Vista OS doesn't have My Documents.

Lots of other great suggestions, good job collecting them!
Legendary_Gamer
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More stuff?

Post by Legendary_Gamer »

Okay,

I didn't read everything so this may have been covered. Identification of items has a flaw in book one. You may find a Healing, or Mana, or Invisibility, etc potion of level II or III and not be able to identify it even though you are capable of CREATING THAT POTION!

So, I would say if your alchemical skill = the level of the potion you should BY DEFAULT be able to identify the potion.

Also, not really certain WHAT the SPEED attribute does... I understand what it's supposed to do... But I cranked it over 30 and no second attack! If it adds to damage or something... ehh... I would establish thresholds for multiple actions (moves, swings, spells, etc.) and when you hit a certain point score in the attribute, you get an extra action.

Also thought that the HIGHER the speed attribute is, there should be a fraction of damage reduced from traps and blast/spell damage (just a thought).

NPC pickup like in Lionheart: Legacy of the Crusader would be nice. Not so much for me, because I LOVE SOLO, however the way Lionheart handled it was you picked them up and had no way of stripping their items. They were kind of inherently LOCKED at a certain level and skill (that's why they're NPCs), and were available at certain points in the game. Sometimes you might free one or whatever. I don't want full party management.

If the multi person party mongers win out for Book II, then PLEASE allow for the OPTION to play solo!

Magic Users should get some form of experience for melting locks and disarming traps. Not like a thief does, not as much. My reasoning for it is, simply, that trying to disarm or open a chest can COMPLETELY drain your mage. So, a thief can pick the lock and turn around and KILL EVERYONE. A powerful mage gets SUCKED DRY and turns around and DIES HORRIBLY. Also having some idea of your chance to disarm/open a chest/trap for a mage would be helpful as well. Then, at least you would know how bad the drain might potentially be... Actually, I think I just solved my own problem. By the spell simply giving you the "Yes" and "No" option that a thief gets, with the corresponding percentage... That would pretty much deter or spur a mage to disarm/open.

I would award some set exp for DETECTING traps. None for finding goodies, those are bonus enough.

Add a bit more translucent visual ability, to walls and trees so its easier to keep track of the character and the immediate radius around him.

I would love to see module plugins, so people could make their own mods and you guys could keep releasing additional content for the game.

The Quiver should, technically become a 3rd quick swap slot, like having a sword on one hip, dagger on the other and a bow on your back.

Ambidexterity as a skill, the higher the level the better your second swing is (so its basically taking sword skill twice). Swinging two swords or daggers or maces or axes at once. SIZE of the weapon can be used to limit the WHORE ability of this.

That's all for now.
"It matters not how straight the gate, how charged with punishments the scroll, I am the master of my fate, I am the captain of my soul." -William Earnest Henley's Invictus
thurauh1
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Post by thurauh1 »

I would like to see someting like Town Portal (from Might and Magic) in Book 2. Or at least the spell that lets you return to the normal world if you're deep in a dungeon. Sorry, can't remember the name of it right now. but is has a similar function of Mark&Recall from Morrowind.

I also wouldn't touch the great idea of having to use a torch or a lantern at night or in the dark deep dungeons. It really adds to the strategy and tactis used in the game to beat the monsters.

I hope, Basilisk can find a way to make the main character a little bigger when seen on the screen.
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Jude
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Post by Jude »

I would like to have the option of playing a female character.

Also, I agree with the previous poster that weapon switch would work much nicer if a two-handed weapon automatically greyed out the shield (or put out the torch) so you could use it easily).

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Bartek
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Post by Bartek »

When it comes to combat in Eschalon II, what I would like to see are spellcasting human opponents. In Eschalon I, one could feel like being the only active spellcaster in the World, what seems rather strange taking into account the availability of scrolls and magic training.

Of course, it requires heavy re-balancing of combat and magic system, but I thing it would make combat more challenging and strategic. Enemies should also drink potions and use demon oil.
acoustibop
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Post by acoustibop »

Presumably, Erubor and his acolytes in Shadowmirk are all spellcasters, Bartek - you could always try starting something in there if you want to fight human spellcasters.

Talk to Siam, the Magick Guild guy in Blackwater, and others - you'll get an idea why there isn't much human spellcasting in Eschalon.
kdorian
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A few suggestions

Post by kdorian »

There are four new things I'd like to see in Book II:.

The first is the ability to unstack EVERYTHING. So far as I can tell, there is no way to unstack arrows or potions unless you use them.

Second, I'd like a way to dump torches without having to wander around using them up. Selling them back to stores would be nice.

Third, I'd like a way to see what potions that I have in inventory and identified DO before using them.

Finally, I'd like the ability to use alchemy to enchant arrows as a group, instead of one at a time (which, for a 1-shot item, is impractically expensive and time-consuming). Maybe 20 or 50 arrows treated as one item, so that I can make my own magic arrows instead of having to buy them?
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Daemian Lucifer
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Re: A few suggestions

Post by Daemian Lucifer »

kdorian wrote: The first is the ability to unstack EVERYTHING. So far as I can tell, there is no way to unstack arrows or potions unless you use them.
Did you try the shift key?It works for me.
kdorian
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Re: A few suggestions

Post by kdorian »

Daemian Lucifer wrote:
kdorian wrote: The first is the ability to unstack EVERYTHING. So far as I can tell, there is no way to unstack arrows or potions unless you use them.
Did you try the shift key?It works for me.
Well, damn. I'd have sworn I tried everything, but apparently not! Thank you! I wish I'd known that before the fiasco with the arrows...

OK, for that one, substitute 'the ability to look at maps you've drawn when you're not in that area'.
The fox knows many things, but the hedgehog knows one big thing. - Archilochos
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