Post by Lorenor on Dec 12, 2015 15:30:10 GMT -8
This is just a collection of random suggestions that don´t fit in any of my other suggestion posts (coming soon). A lot of this was already suggested in the old forum, so don´t be surprised if you´ve already read some of it.
1. Dynamic Resurrection Cost
Since there are many differences not only in the player´s "value" (is it worth to spend time and resources for the resurrection) but also in the difficulty to get the resources based on how long the game goes (Shadow Stone, Radiant Gem and Lambent Sunflower are much easier to get or buy in the later stages of the game), I think this should somehow factor into the resurrection cost:
The resurrection cost is based on levels:
level 1-4: 1 Stone, 1 Herb, 1 Wool
level 5-8: 1 Iron ore, 1 Sage Berry, 1 Radiant Gem
level 9/10: Shadow Stone, Radiant Gem, Labent Sunflower
This seems to only fix the second problem (it´s harder to get resources early in the game), but since more experienced players usually have a higher level, it should also balance the skill difference between players a little bit.
Alternatively, it would be very cool to have random resurrection costs based on the players level and maybe also based on the number of previous deaths, but this would be much more complex; I think the suggestion above should do it as well.
2. AI commands
Even though Qancakes did a great job with the AI, it is still a pain in the a** to have them in your team. They force you to permanently select and control them in case you want them to do something specific like mining or to keep them away from something, for example treasure chests (so the enemy doesn´t get the Spiked Scutum). Sometimes they run 1on1 against a boss monster, which means the enemy tribe can easily kill and loot them.
To make it less annoying to deal with an allied AI, there should be some commands you can type in the chat that the AI will react to. The indicator could either be "-" (like the cheat commands or -hintsoff, -nudge etc) or something more "lore-friendly" like "tribe". If you want to adress only one AI, you can put the name before the actual command.
Commands:
help: All AI allies will come to you and help you in combat until they get another command
back: The AI will play passively, does not attack enemies or try to do quests
Example: "-help" or "tribe help" or "[AI name] help"
Also, the AI should always finish the last command it got from a player, even if the player de-selects it. So if I tell the AI to mine stone, it should mine stone until the deposit is depleted or until it faints. If I tell it to go somewhere, it should go there etc.
I bet there are more useful commands that I forgot, but things like "go there" or "hold position" are unnecessary, you can simply rightclick somewhere to make them go there.
3. Make spellbooks useful
We know that Qancakes had something planned for spellbooks in the next patch, but it seems we will never get to know what exactly that was. In it´s current state, the spellbook is nothing more than a waste of inventory space and an unfair advantage over every new player who doesn´t have the spellbook perk.
My suggestion is to make new spellbooks, one for each spell. To learn a spell, you have to activate the respective spellbook (which then disappears). This would allow us to make spells a completely new alternative for quests, so you could get shadow cloak spellbooks from the dark shrine quest, random spellbooks from the wizard quest and frost armor from the Ice Queen.
The wizard in the tavern would sell spellbooks instead of spells, which means you can even buy spells for your teammates now... even though I don´t know why someone would do that ^^
4. Make the "Veil of Darkness" quest winnable for solo players
Currently it is impossible to complete the "Veil of Darkness" quest in a 1v1 or solo endurance run. To change this, I suggest to make the number of tiles that glow at the same time (in the current version it´s always 2) based on the number of allied kobolds near the shrine. So if you are alone, only one tile at a time will glow, which means you have to remember the order of all 6 tiles instead of 3 times two tiles. If there are three allied kobolds near a shrine, three tiles will glow at once and you can solve the "puzzle" in only 2 steps (two times three glowing tiles).
This would mean that it is easier and faster to do the quest with allies, but it´s not impossible to do alone, which I think should definitely be the case, especially in 1v1 and endurance runs.
5. Attack move enemy buildings
I know there are some ways to keep your kobold from attacking near enemy buildings (hold position), but I still would prefer if a kobold would ignore all non-attacking enemy buildings until you attack-move. That way you can avoid that your kobold destroys a campfire or attacks buildings even though you want to mine or gather berries.
6. Make buildings neutral after death
Instead of instantly destroying all buildings of a kobold after he dies, I would prefer if they simply become neutral like the Monument and then maybe start to slowly loose health until someone claims ownership. Also if someone is crafting on an ally´s workbench or smithy, he can proceed even when the ally dies.
7. Hotkeys for inventory
I know that there are hotkeys for the equipment (num pad 1-3), but it would be cool if it´s possible to put all items on a hotkey, preferably the number keys that are usually used for control groups. If it´s not possible to make it so that you can individually assign one item to one key, it would be helpful to have at least the number keys 3-0 assigned to the first 8 inventory slots, so if you put the lantern in your 1st inventory slot you could always switch to it just by pressing 3 (and switch back to your offhand by pressing 3 again).
8. Not fully grown trees
Not fully grown trees should have a chance to drop lumber parts equal to their percentage growing progress (so a half-grown tree drops a lumber part with 50% chance).
9. Campfires only cost 1 lumber part to refresh
Spending a whole lumber each time you refresh a campfire means that you loose potential 12 gold, which is a lot. I don´t see a reason why it shouldn´t be only a lumber part, that would give lumber parts an additional function except for building palisades and also lower the advantage of higher leveled kobolds with the campfire expert perk. Talking of the campfire expert perk, if it is possible I think it would be better if it applies to the kobold and not to the campfire, so a kobold with campfire expert can refresh EVERY campfire without cost, but someone without the perk still has to spend a lumber part even when refreshing the campfire of someone with the perk.
Lastly, I would make the warmth of campfires apply to all nearby kobolds, not only allies. It´s just my personal opinion though, I don´t really can tell why I would prefer it.
10. Traps and palisades don´t give vision and give 50% reduced stamina from artisanship
The longer the title, the shorter the explanation... ^^ I just think that it´s unbalanced that building a tavern or storage outpost gives just as much stamina as a simple palisade for almost 90% less cost.
11. Murloc shift command
When using the shift command qeue on a murloc, he should complete each step before continuing. That means if you send him to three different mineral deposits with shift command, he will mine down all three instead of walking form the first to the second to the third and then only mining the third. Same goes for gathering.
12. Auto-hold-position while fishing
Whenever I try to fish, one of my pets (or sometimes even an ally) will most likely push my kobold so that he instantly stops fishing. It´s really annoying, and even with the hold position command I sometimes get interupted. It would be very nice if that somehow gets fixed so that the kobold won´t stop fishing unless I explicitly tell him to go somewhere.
13. Backpack of allies should be visible for dead kobolds
Again, not much more to explain. If it´s possible to program, please do it!
14. Mineral and gold deposits have changing models based on the amount of minerals left
This was one of the things I had planned with Qancakes. There are already fitting models for gold deposits in the starcraft asset library, since they are simply gold mineral patches from SC2, but for the mineral deposits we had planned that I make new models with varying sizes.
15. "Stop crafting" command
Instead of automatically failing the crafting process if you move to far away from the workbench or smithy, there should be a "stop crafting" key similar to the "stop building" command. Unless you press this key, you can´t walk out of crafting range. Alternatively it would be at least good to have a range indicator for crafting so that you know how far you can move. Same for cooking, of course.
1. Dynamic Resurrection Cost
Since there are many differences not only in the player´s "value" (is it worth to spend time and resources for the resurrection) but also in the difficulty to get the resources based on how long the game goes (Shadow Stone, Radiant Gem and Lambent Sunflower are much easier to get or buy in the later stages of the game), I think this should somehow factor into the resurrection cost:
The resurrection cost is based on levels:
level 1-4: 1 Stone, 1 Herb, 1 Wool
level 5-8: 1 Iron ore, 1 Sage Berry, 1 Radiant Gem
level 9/10: Shadow Stone, Radiant Gem, Labent Sunflower
This seems to only fix the second problem (it´s harder to get resources early in the game), but since more experienced players usually have a higher level, it should also balance the skill difference between players a little bit.
Alternatively, it would be very cool to have random resurrection costs based on the players level and maybe also based on the number of previous deaths, but this would be much more complex; I think the suggestion above should do it as well.
2. AI commands
Even though Qancakes did a great job with the AI, it is still a pain in the a** to have them in your team. They force you to permanently select and control them in case you want them to do something specific like mining or to keep them away from something, for example treasure chests (so the enemy doesn´t get the Spiked Scutum). Sometimes they run 1on1 against a boss monster, which means the enemy tribe can easily kill and loot them.
To make it less annoying to deal with an allied AI, there should be some commands you can type in the chat that the AI will react to. The indicator could either be "-" (like the cheat commands or -hintsoff, -nudge etc) or something more "lore-friendly" like "tribe". If you want to adress only one AI, you can put the name before the actual command.
Commands:
help: All AI allies will come to you and help you in combat until they get another command
back: The AI will play passively, does not attack enemies or try to do quests
Example: "-help" or "tribe help" or "[AI name] help"
Also, the AI should always finish the last command it got from a player, even if the player de-selects it. So if I tell the AI to mine stone, it should mine stone until the deposit is depleted or until it faints. If I tell it to go somewhere, it should go there etc.
I bet there are more useful commands that I forgot, but things like "go there" or "hold position" are unnecessary, you can simply rightclick somewhere to make them go there.
3. Make spellbooks useful
We know that Qancakes had something planned for spellbooks in the next patch, but it seems we will never get to know what exactly that was. In it´s current state, the spellbook is nothing more than a waste of inventory space and an unfair advantage over every new player who doesn´t have the spellbook perk.
My suggestion is to make new spellbooks, one for each spell. To learn a spell, you have to activate the respective spellbook (which then disappears). This would allow us to make spells a completely new alternative for quests, so you could get shadow cloak spellbooks from the dark shrine quest, random spellbooks from the wizard quest and frost armor from the Ice Queen.
The wizard in the tavern would sell spellbooks instead of spells, which means you can even buy spells for your teammates now... even though I don´t know why someone would do that ^^
4. Make the "Veil of Darkness" quest winnable for solo players
Currently it is impossible to complete the "Veil of Darkness" quest in a 1v1 or solo endurance run. To change this, I suggest to make the number of tiles that glow at the same time (in the current version it´s always 2) based on the number of allied kobolds near the shrine. So if you are alone, only one tile at a time will glow, which means you have to remember the order of all 6 tiles instead of 3 times two tiles. If there are three allied kobolds near a shrine, three tiles will glow at once and you can solve the "puzzle" in only 2 steps (two times three glowing tiles).
This would mean that it is easier and faster to do the quest with allies, but it´s not impossible to do alone, which I think should definitely be the case, especially in 1v1 and endurance runs.
5. Attack move enemy buildings
I know there are some ways to keep your kobold from attacking near enemy buildings (hold position), but I still would prefer if a kobold would ignore all non-attacking enemy buildings until you attack-move. That way you can avoid that your kobold destroys a campfire or attacks buildings even though you want to mine or gather berries.
6. Make buildings neutral after death
Instead of instantly destroying all buildings of a kobold after he dies, I would prefer if they simply become neutral like the Monument and then maybe start to slowly loose health until someone claims ownership. Also if someone is crafting on an ally´s workbench or smithy, he can proceed even when the ally dies.
7. Hotkeys for inventory
I know that there are hotkeys for the equipment (num pad 1-3), but it would be cool if it´s possible to put all items on a hotkey, preferably the number keys that are usually used for control groups. If it´s not possible to make it so that you can individually assign one item to one key, it would be helpful to have at least the number keys 3-0 assigned to the first 8 inventory slots, so if you put the lantern in your 1st inventory slot you could always switch to it just by pressing 3 (and switch back to your offhand by pressing 3 again).
8. Not fully grown trees
Not fully grown trees should have a chance to drop lumber parts equal to their percentage growing progress (so a half-grown tree drops a lumber part with 50% chance).
9. Campfires only cost 1 lumber part to refresh
Spending a whole lumber each time you refresh a campfire means that you loose potential 12 gold, which is a lot. I don´t see a reason why it shouldn´t be only a lumber part, that would give lumber parts an additional function except for building palisades and also lower the advantage of higher leveled kobolds with the campfire expert perk. Talking of the campfire expert perk, if it is possible I think it would be better if it applies to the kobold and not to the campfire, so a kobold with campfire expert can refresh EVERY campfire without cost, but someone without the perk still has to spend a lumber part even when refreshing the campfire of someone with the perk.
Lastly, I would make the warmth of campfires apply to all nearby kobolds, not only allies. It´s just my personal opinion though, I don´t really can tell why I would prefer it.
10. Traps and palisades don´t give vision and give 50% reduced stamina from artisanship
The longer the title, the shorter the explanation... ^^ I just think that it´s unbalanced that building a tavern or storage outpost gives just as much stamina as a simple palisade for almost 90% less cost.
11. Murloc shift command
When using the shift command qeue on a murloc, he should complete each step before continuing. That means if you send him to three different mineral deposits with shift command, he will mine down all three instead of walking form the first to the second to the third and then only mining the third. Same goes for gathering.
12. Auto-hold-position while fishing
Whenever I try to fish, one of my pets (or sometimes even an ally) will most likely push my kobold so that he instantly stops fishing. It´s really annoying, and even with the hold position command I sometimes get interupted. It would be very nice if that somehow gets fixed so that the kobold won´t stop fishing unless I explicitly tell him to go somewhere.
13. Backpack of allies should be visible for dead kobolds
Again, not much more to explain. If it´s possible to program, please do it!
14. Mineral and gold deposits have changing models based on the amount of minerals left
This was one of the things I had planned with Qancakes. There are already fitting models for gold deposits in the starcraft asset library, since they are simply gold mineral patches from SC2, but for the mineral deposits we had planned that I make new models with varying sizes.
15. "Stop crafting" command
Instead of automatically failing the crafting process if you move to far away from the workbench or smithy, there should be a "stop crafting" key similar to the "stop building" command. Unless you press this key, you can´t walk out of crafting range. Alternatively it would be at least good to have a range indicator for crafting so that you know how far you can move. Same for cooking, of course.