by VinheimProfessor Fri Sep 21, 2012 11:45 pm
1. I'd like to see a fully developed magic system requiring strategy and different spell combination styles to differentiate one character from another. A system combining passive effects and direct alterations would be more interesting than the current one. And there should be a penalty of some sort to wearing certain armor or using certain items - maybe needing to wear certain clothing, items or material to focus the power for certain effects or needing to have one or both hands to free to focus psychic forces (i.e. punishing jack of all trades characters making benefits to specialization). A battle between sorcerers should be more interesting than watching soul arrows or fireballs being flung about. Also, magic should be activated just as quickly as weapon attacks, making pure sorcery possible. I'm thinking of a system somewhat similar to Channeling in the Wheel of Time, where two magic users are countering each others forces of death and are trying to land that one decisive blow, and while each has multiple ways to kill each other, there are counters for each type (Wheel of Time the PC game had a pretty good magic system where certain powers allowed for trickery to be used instead of outright battle).
2. I like the combat system thus far. It's a good start. But the backstab and riposte system needs more work and they should incorporate movement and more realistic styles into how movement affects attacks. For example, you should be able to incorporate a kick while using a rapier, but to accommodate a limited control scheme on the consoles, they over-simplified many potential moves. Let the character use their full moveset, provided they have the strength, dexterity and endurance, but certain weapons should have priority over other weapons when using certain techniques. Poking with an axe that has a spike at the top should be an effective attack whereas doing the same with an axe that doesn't would just cause a little blunt damage. I'd also like to see attacks, counterattacks and pressing the advantage incorporated more than the current system. War of the Roses and Bushido Blade were steps in the right direction. Basically, every combat should be epic, and seeing someone battered, bruised and with one arm hanging limp at their side headed into a boss area and emerge sweaty, with blood coursing down their clothes would be so awesome.
3. Health incorporated into movement and body capability. If you score a lethal blow in someones heart, they should bleed out very quickly. Slashing an eye should prevent them from aiming arrows. Slashing a leg should make dodging and running harder and take more effort. Breaking bones, should seriously incapacitate someone.
4. No useless stats or stat effects. Resistance should be more useful, poison in pvp should be more debilitating and Strength should have more to do with damage and whether you need to expend more energy to attack than it currently does.
5. In Game Chat support.
6. Enemies that are so difficult that they require you to avoid or be extremely selective about how you tackle most areas. "Clearing" them without carrying multiple weapons and items should be nigh impossible.
7. Multiple ways to traverse the environment - i.e. multiple challenges requiring different stats. Light, agile characters cold conceivably climb trees or find handholds in the walls more easily than a person wearing plate armor. Heavy characters wearing full armor should be able to survive blows that break or incapacitate unarmed characters, but falling from heights should cause them to break bones or get damaged more easily. Good stealth players could find new paths allowing them to bypass certain parts of the areas without detection - creeping behind barrels and crawling along the ground should enable them to access areas that other characters can't get to without engaging in pitched battle.
Last edited by VinheimProfessor on Fri Sep 21, 2012 11:58 pm; edited 1 time in total