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[Automatic] Vote for new features : RPG like features
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Score : +2 / ~0 / -0
January 13, 2013, 1:47 pm
Posts: 22
Just a little thought i was thinking that could help improve the drive to continue playing (not saying that the game is bland or not great already though).

Maybe adding some features of RPG type games such as experience and some extra stats. I was also thinking of a basic class system (nothing too flashy) just something to improve cooperative play in terms of teamwork and such, like having class specific skills and all that jazz.

As i was saying though, nothing too fancy or in depth as that could throw the development off course and shy away from the more simplistic aspects of the existing gameplay.

Total stab in the dark but let me know what you guys think of this.
Thankyou for reading :)
January 20, 2013, 6:15 pm
Posts: 5
this would spice the game in a very good way i think :)
February 28, 2013, 5:48 am
Posts: 2
Assuming new weapons will be added in the future, that alone would allow players to fall into roles if they wish. There's not really any need to lock a player into a specific role for the whole course of the game.

If monsters came in waves in which they were progressively stronger with each wave, players would probably want to have something that lets them become stronger between waves. There's several ways the game could go about doing this, and I think stat points would be one of the most boring solutions personally. I guess I've played enough Ragnarok Online and such to be sick of stat points forever.

One alternative that could allow the use of skills without locking players into a specific role could be having a single skill attached to each weapon and having an "activate" hotkey just for the skill on the currently equipped weapon. Eventually, maybe monsters could have weaknesses to certain attack types and elements and such.

As an example, let's say your starter weapon was a dagger. The special attack on this dagger could be a damage-over-time effect to imply the enemy is bleeding or poisoned or something. It would have either a cooldown or would require mana or something to make it "special" and not something that's just spammed repeatedly. Later on when the player has money, maybe they'd buy a staff from the shop keeper that has an ice bolt ability that makes the enemy move and attack slower (again with cooldown or mana use). Maybe the player will explore a cave or something and find yet another weapon with its own unique special ability. Maybe a slingshot that can knock an enemy over on its special attack or something.

The same thing could be done for armors except without needing activation. There could be light armor that increases movement speed while having very little damage reduction, and there could be heavy armor that does not help movement speed but gives good damage reduction.

Instead of a stat point system which encourages being locked into a certain weapon type or role, maybe the weapons themselves would be upgradeable. But I think it would be ideal if the player did not increase in strength as fast as the monsters so that the game would actually become more difficult the longer it is played.

So as far as character customization goes, I think an armor and weapon upgrade system would allow the player to have preferences to a certain style without being stuck with any of the choices they make.

I haven't gotten very far in survival mode yet so I don't know how much of this is already in the game.

Overall, I'm in support of RPG-like features.
April 10, 2013, 3:52 am
Posts: 12
April 10, 2013, 3:53 am
Posts: 12
One reason i love this game is it reminds me of island troll tribes from warcraft 3 and in that game you picked a role and each role had a passive buff, like gatherer larger inventory, hunter more damage to animals ect. i think if you could select something like that but make them all able to be played in single player that would be nice.

some ideas

miner- mines faster
gatherer- faster at berry collecting
lumber jack- faster at cutting trees
builder- constructs buildings faster
farmer- harvests wheat faster (maybe even things planted by this guy grow faster)

then some out of the ordinary ones

gold digger- has a chance to loot more money of enemy
negotiator- everything from the shop costs 1-5g less
track star- faster running speed

if a RPG feature is added I still think the differences should be miner.
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