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AzraelWalker

Vintarian
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  1. I will throw my vote in behind this idea - Specifically the bit about traders pointing you to other traders. At the moment the only way to find the story location is to either randomly stumble upon a trader, or randomly stumble on the location of the PoI itself both of which are like finding a needle in a haystack.
  2. I considerably approve of all of that - its means not only is there never a "best" armour it would also create a psudo-threat system and allow people to work as tanks or damage dealers. It is however more of a suggestion for stealth mechanics then something to do with the malefactor - post it as a separate thread and you will have my vote
  3. I'm going to have to agree with Lady here; the malefactor class always struck me as meant to be a burglar or pickpocket, not a D&D Rogue. Personally what I would do is give them a new crafting recipe for a soot-blackened set of leather armour (made out of black and grey dye) that when worn by a malefactor increases their stealth bonus, at the expense of locking them into a lower tier of protection. When given to someone else it provides them with a lesser version of the malefactor base stealth, which gives the malefactor a bit of party utility and allows you to create a squad of sneaky cheeky beekys
  4. My initial conception for this was something like the rift ward, but I feel like a clock is both more thematic (it its a temporal storm after all), and also could potentially have other uses - like actually chiming the hour (maybe every 6 in-game hours?) or being used as an alarm (so regardless of when you go to sleep you can wake up an exact time)
  5. I quite like the temporal storms and their mechanics, but I have a few suggestions for improving the all round experience of them from a game play perspective Give some way of telling when they are coming: At the moment the only way you tell how long until the next storm is to run the /nexttempstorm command, which is a bit immersion breaking. My personal headcannon is that storms mess up the working of clocks (or clockwork items anyways) so by building one of these you can tell roughly how far away a storm is by how screwy it is acting. Im thinking 3 tiers, a crude one made from wood in the stone age, a metal one, and a precision one only createable by the clockmaker class. Easiest way to implement these would be to have the player click on them and it runs a script that looks at how long until the next storm, if its more then 24 or 72 in-game hours respectively for the crude and metal ones you get a vague message like "it doesn't look like a storm is close". For the curde one if you are under 24 hours, and for the metal one if you are under 72 hours, you get increasingly more accurate messages the closer until the storm hits ("There is a storm approaching" "You expect the storm to hit in the next day or so" "There is going to be a storm today" etc). The precision one just runs the /nexttempstorm command and gives you its output. Harder way to implement this would be to make these tick like an actual clock, with the tick increasing in intensity or starting to sound wrong as the storm approaches. Build up I feel like by creating some kind of "weather front" (https://en.wikipedia.org/wiki/Weather_front) not only would you give the player some more warning about when they are approaching, but it would also add to the amount of dread they inspire in players. From when the in game warning pops up (the one in the chat box that says "A <strength> temporal storm is approaching") you are considered in the front of the storm and a number of effect start happening around the player that increase in intensity up until the storm itself hits. These could be things like: The gears that appear in the skybox start fading in over this time rather then just popping up out of nowhere when the storm hits Your temporal gear indicator on the UI starts getting streaks of red rust on it You get a really mild bending and warping effect, much less then during the storm itself but still noticable The skybox starts "glitching" with the Rust World overlay flickering in and out You can hear the mechanical sounds that normally emit from rifts faintly at all times, getting louder as the storm approaches
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