Skip to content

Posts from Suggestions for RPG development.

No ratings yet — be the first to rate!
User Avatar
19 years ago
Auto-translated
Here, I suggest briefly and clearly describing any suggestions for improving the game. Please stick to specific proposals only (so that they can be easily discussed and implemented later).
All discussions are here.

The first suggestion came from Inquisitor:
“I think each player should have their own spellbook. For example, I have already used the ‘Prayer’ spell.”
Supreme
Shadow Master - Clan Leader

Стань лучше и сам пойми, кто ты, прежде чем встретишь нового человека и будешь надеятся, что он тебя поймет. (с)

Элистион - 3-е место в Расовом Вопросе!
User Avatar
19 years ago
Auto-translated
We need to implement a limit on the number of enemies a player can kill in a single turn. Otherwise, some players will be able to take out entire armies one by one. :

I suggest the following:
The number of enemies a player can kill in a single turn should depend on their Strength stat.
The number of times a player can dodge, block with a shield, etc., in a fight with an enemy should depend on their Agility stat.
The number of spells a player can cast in a single turn should depend on their Intelligence stat.

We can further improve the system by adding new stats to the game.

Instead of penalizing players with money for violating any rules or norms of the game (which is, in my opinion, too simplistic), we could create a situation that harms them, but which they cannot do anything about. For example: "After killing fifteen enemies with a single attack, you, a player with a Strength stat of 3, continue on your way, but suddenly an arrow flies at you from the forest (-30 HP), and a sly voice says: 'You shouldn't have cheated!'"
For repeated violations, the arrow could be poisoned (-2 HP per turn).
Бог есть любовь
User Avatar
19 years ago
Auto-translated
Regarding abilities:
I suggest giving each character a new ability every 3 levels.
Initial abilities are determined by the player and the GM (i.e., at level one, a Knight won't be able to block an enemy's attack from 300 meters away).
The effect of the ability increases with each level.
For example: Berserk gives a greater strength bonus with each level and increases the duration by 1 turn every two levels.
Initial abilities should correspond to the character's class.
In reply to Night
User Avatar
19 years ago
Auto-translated
It is necessary to add a "location" field to each profile. For example, my current location is: "city garrison." This is to avoid confusion in the plot. When one person thinks I'm still in the village, another thinks I'm in the city.

Added 2 minutes ago


Also, the first post in the "Participant Profiles" thread should be pinned, and it should contain a list of participants by race (with links to their profiles).

Added 4 minutes ago

And we also need a state store.
Alliance of Lightлидер клана (список кланов на HW) :)

ФЛУДОВСКИЕ ССЫЛКИ! — сообщить о бесполезной теме/сообщении.
User Avatar
19 years ago
Auto-translated
Regarding spells... Let's not fix what's already working. I suggest limiting spell usage to a certain number of times per day (the higher the wisdom, the more frequent).
There's a shop... But who actually uses it?




"Мы не герои. Мы сильны. Мы упрямы. Мы стараемся соблюдать условия контракта. Но мы не умираем за проигравших." Костоправ


"Мы не поклонники честной игры, если ее можно избежать. Девиз Отряда – максимальная эффективность при минимальном риске." Костоправ
User Avatar
19 years ago
Auto-translated
Suggestion:
I think it would be logical to draw at least a schematic map of the game space and the location of key objects on it.
User Avatar
19 years ago
Auto-translated
I think we should add one more skill to the existing five. "Critical hit" – how many enemies can you kill in one turn. The damage system in this game doesn't work because all the damage is calculated as if it were real life. You wouldn't write, "I stabbed him in the head and he lost 30 HP," would you? Let strength influence the number of attacks per turn instead.
Бог есть любовь
In reply to Nowizard
User Avatar
19 years ago
Auto-translated
Here is my suggestion:
In addition to the unique abilities of classes, we should add sort of universal ones that any class can learn. With each level up, one more ability could be learned. Example:

1. Basic Endurance - provides an additional +3 health for each level up
2. Advanced Endurance - Automatically annihilates 5% of damage.
3. Absolute Endurance - provides another +2 health for each level up and automatically annihilates 5% of physical damage. Bonuses stack with basic and advanced endurance.

,or:
1. Basic Concentration. Increases mana regeneration by 10%. While concentrating, the character becomes more vulnerable. The concentration effect disappears upon the first attack on the character.
2. Advanced Concentration. If a character is hit by a magical attack while concentrating, 10% of magic damage is annihilated.
3. Master Concentration. Increases mana regeneration by 10%, stacks with Basic and Advanced concentration bonuses.
Сила Тьмы - в бессилии света.
Нет невежества - есть Знание
User Avatar
19 years ago
Auto-translated
Regarding the characteristics... An idea has emerged here. Strength – a multiplier for the base damage (i.e., the damage of a weapon is calculated using the formula: base damage * 1.2 * strength). Base damage is the value indicated in the weapon's name. Agility – a multiplier for the base defense (base defense * 1.2 * agility). Intelligence – a multiplier for the base damage of spells (base damage * 1.2 * intelligence / 2). For example, the bestiary lists the BASE characteristics of creatures... Their weapon (base damage) is equal to their level, as is their armor (a Peasant deals 1 damage and has 1 armor, while a Knight deals 66 damage and has 5




"Мы не герои. Мы сильны. Мы упрямы. Мы стараемся соблюдать условия контракта. Но мы не умираем за проигравших." Костоправ


"Мы не поклонники честной игры, если ее можно избежать. Девиз Отряда – максимальная эффективность при минимальном риске." Костоправ
User Avatar
19 years ago
Auto-translated
I noticed that some players are paying with COPPER coins even though they only have SILVER coins. It should be implemented so that if you only have silver coins, you pay with silver coins, or you can exchange them with the merchant (a new feature for shops).
Бог есть любовь
In reply to Nowizard
User Avatar
19 years ago
Auto-translated
I suggest adding a new stat, CHARISMA, to the existing ones like Strength, Wisdom, etc. Charisma would affect Persuasion and Leadership, as well as the power of non-damaging spells, such as various shields, blessings, summons, and so on.
Сила Тьмы - в бессилии света.
Нет невежества - есть Знание
User Avatar
19 years ago
Auto-translated
In my opinion, we should create four parameters, which will be more than enough for the game:

Combat Mastery - the number of points affects how many attacks you are entitled to make against a particular enemy in a single post.

Defense Mastery - affects how many times you are entitled to dodge or block an attack.

Assassin Mastery - affects the number of enemies you are entitled to kill in a single post.

Magic Mastery - affects the number of spells you are entitled to cast in a single post.

The health gimmick doesn't work here IMHO. Heroes with 20HP walk and fight calmly, ignoring brutal wounds. It would be much better if injuries were sustained regardless of how many HP were lost. If your leg is wounded, it means it's harder for you to walk, regardless of how much health you have. If you are wounded in the arm, then act like someone wounded in the arm, rather than making excuses with a cheap (-15HP). This is stupid IMHO.
Бог есть любовь
User Avatar
19 years ago
Auto-translated
Okay, here's what I propose:

Option I
1. Mana = (character's intelligence) * (character's level).
2. Spell power = (character's level) * (wisdom)
3. Health = 100 + 10 (or 20) * (vitality level).
4. Amount of damage absorbed = (character's level) * (health)
5. Number of enemy units killed per turn = (character's level) * (strength level)
6. Amount of damage dealt (in HP) = ((character's level) + (strength level)) * 10
7. Number of dodged attacks = (character's level) * (agility)

Option II
Here's how it applies to Heroes:
Health = See 3.
Damage = See 6.
Defense = See 7 or 4.
Spell power = See 2.
Amount of mana = See 1

I think Option I is better because it includes more possibilities that are needed in an RPG.
Ничего нет только у мёртвого - у живого есть хотя бы жизнь...
User Avatar
19 years ago
Auto-translated
I suggest:
1. Give monsters HP, defense, and attack stats as in Heroes 5. Because the monsters are currently very weak.
2. Give the characteristics names as in Heroes 5.
Strength - attack
Dexterity - defense
Intelligence - mind (it will affect the amount of mana, and also items-artifacts will not be suitable) + 10 mana per 1 point
Magic - wisdom
For each level, a hero can get a bonus to one of these characteristics.
Endurance - vitality, it increases automatically for each level. +10 HP per level, because there was no such characteristic in Heroes 4, otherwise all heroes will be very weak.
3. Spells can be learned in the Mage Guild, their power and damage, etc., will be as in Heroes 5. To use spells of one level, you need to pay.
4. Hero development through skills, as in Heroes 5, see the skill wheel.
5. Travel spells can be learned at a certain level, as in Heroes 5.
6. To create runes, gnomes need to be paid gold, and mages also need to pay for mini-artifacts.
I can be inspired to come up with more ideas if I am given the rights of a GM.
User Avatar
19 years ago
Auto-translated
I suggest adding another faction – hunters/observers. These would be Persians from the world of Axeoth who returned to Ashan/Enroth through portals. Among them could be descendants of Lysander, Crag Hack, students of Sandro, etc. In my opinion, if it's not possible to combine the RPG idea with The Restoration of Erathia, then there's no need to criticize it.
Мы спасемся? Я не знаю. Верьте...
Геройский Интернационал
Клан Homo homini - основатель клана
Член РКСМ с 07.07.07.
ФЛУДОВСКИЕ ССЫЛКИ!- сообщить о бесполезной теме/сообщении.

Statistics

Welcome our newest member: recijeb