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HiddenX
The Elder Spy

Joined: 20 Jul 2001
Posts: 749
Location: NRW / Germany |
Scrivener - some more pointless stuff ...
- more use of teleports, hidden doors, levers .... (like Bards Tale)
- some opponents should exsist, that can only be killed by a specific weapon
- monsters with magic resistence
- monsters with resistence to normal weapons
- quests with a time limit
- chests, doors should exist, that cannot be picked
- *cursed weapons* good and negative constant effects - (cannot be unequipped)
...
all in all everything should be a bit harder  _________________ =Member of The Nonflamers' Guild= |
Wed Jul 03, 2002 10:19 pm |
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cfmdobbie
High Emperor


Joined: 01 Jul 2002
Posts: 1859
Location: London, England |
quote: Originally posted by HiddenX
- more use of teleports, hidden doors, levers .... (like Bards Tale)
Yep, hopefully as people get more used to TESCS and scripting this kind of thing will happen.
quote: Originally posted by HiddenX
- some opponents should exsist, that can only be killed by a specific weapon
- monsters with magic resistence
- monsters with resistence to normal weapons
Specific resistance to fire etc is easy (er, I think...). Resistance to normal weapons must be doable - Ancestral Ghosts are immune to normal weapons aren't they? We pretty much *must* be able to do it if Bethesda are, on content effects like that anyway.
Specific weapon weaknesses could be interesting - I haven't looked at the D.Ur/Sun. (spoiler-proofed!) scripts but I feel it must be do-able.
quote: Originally posted by HiddenX
- quests with a time limit
- chests, doors should exist, that cannot be picked
Absolutely! I've designed a few dungeons and the main problem is you HAVE to keep them small if there's a reason for the player to be there because there's no real way of directing the player, unless you just have one long passage... Specific keys for specific doors with no lock-picking allowed is on my research list at the moment. (When I'll have time to sort it out I just don't know...)
quote: Originally posted by HiddenX
- *cursed weapons* good and negative constant effects - (cannot be unequipped)
I'm not sure about no unequipping, seems like taking advantage of the player really. Don't want to force anything like that on them. However, I quite agree that there should be more "Boots of Blinding Speed" - if you want the advantage, put up with the disadvantage. Or just not use the item, your choice. That kind of thing adds spice to the game.
Hey, make the player *think* once in a while!  _________________ Charlie Dobbie
=Member of The Nonflamers' Guild=
=Moderator of the Morrowind/Oblivion Forums= |
Thu Jul 04, 2002 3:57 pm |
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