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Old 28.03.2012, 11:39   (permalink) #1591
Llama8
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Quote:
Originally Posted by Shadout View Post
Also, it should be a goal to have more diversity between difficulties. New content in higher difficulties, new boss/mob mechanics etc. would be nice.
Titan Quest had additional bosses in the harder difficulties, which was nice (~99% of Epic/Legendary were the same as normal though).
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Old 30.03.2012, 03:24   (permalink) #1592
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Originally Posted by Llama8 View Post
Titan Quest had additional bosses in the harder difficulties, which was nice (~99% of Epic/Legendary were the same as normal though).
A great idea, more gameplay and less grind, reward players who reach higher difficulties and give them a "carrot" for playing the same toon that long, instead of making a new one and try new builds.
A major problem with most open world A-RPG is endgame, or game at higher level, it becomes dull and repetitive, adding new content like quests, bosses or even areas at higher level would be great.

Why not have a specific area, with specific quests for each class (dwarf village, elf village etc). Each time you progress to a higher difficulty, something new happens in that place/village. A new boss attacks, a few new quests are available, or the village grows and offers more of everything.
That way it feels like the world is alive and your toon can actually make a difference, help someone and get a visible difference even at higher levels (the higher the level, the more difficult or numerous task, but greater reward).

First of all, you might get a quest to help a few fellow settlers reach their intended destination, a place to start over and make their own camp, a (good?) escort quest. Fight of monsters while you travel and hunt down the local "badguy" to claim the lands.
Next difficult level, you'll find a small village has been built, but to help it grow they need more resources that you can collect by killing enemies or just buying/collecting from specific locations.
Next level offers a new quest, the village has some major problem and you got to go out and find skilled people who can fix it, much like the Sacred 2 epic office quest, but smaller. After you find a specific person you'll either escort them back, or pay for a teleportation (save time, pay in-game money). After that is done, the village fixes the issues and is alive and well, except for minor side-quests.
However, at the next difficulty level a messenger appears and tells you the village is in great danger, either follow him back directly or tell him you're buzzy right now, your choice.
If you follow him directly, you'll help defend the village against some local bad guy who wants to claim it, or even some ancient evild that's been awoken form it's slumber, and most villagers will help you fight the boss. If you choose to wait for later, you'll have to fight the boss for yourself but can loot the dead villagers before you do so and hence get more loot.

"Bad guy" ending: harder boss battle, more money/loot, less villagers.
"Good guy" ending: easier boss battle, less loot but more villagers and hence lower prices/better items offered in shop.
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Old 30.03.2012, 07:38   (permalink) #1593
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Bosses with new skills, new bosses, new quests, new areas are available, enemies have new tactics, more items...

Adding new stuff for higher difficult level sounds harder than you could think at first. Borderlands is repetitive but it never bothered me. It was the loot that kept me playing. New gun always give you new strategies.

If set and rarer items had something new when you collect them in higher difficulty level. Something that activates when you are attacked or when you attack an opponent.
With full set item for seraphim, you blind all opponents around you when your health drops to 10%.
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Old 30.03.2012, 19:42   (permalink) #1594
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Quote:
Originally Posted by Grumbledock View Post
A major problem with most open world A-RPG is endgame, or game at higher level, it becomes dull and repetitive, adding new content like quests, bosses or even areas at higher level would be great.
There are two problems with adding new content that I see. The first being keeping new content from feeling like old content rehashed, a notable example is how many feel about some of the content in WoW, which in my honest opinion can be quite difficult to maintain. Also I notice a significant increase in players, at least in the MMO community, that find new quests and such to be dull and repetitive. They want more than just kill X amount of monsters or Go here and retrieve this item. This could prove a bigger obstacle than keeping new content from feeling like rehashed old content.

Quote:
Originally Posted by Grumbledock View Post
Why not have a specific area, with specific quests for each class (dwarf village, elf village etc). Each time you progress to a higher difficulty, something new happens in that place/village. A new boss attacks, a few new quests are available, or the village grows and offers more of everything.
That way it feels like the world is alive and your toon can actually make a difference, help someone and get a visible difference even at higher levels (the higher the level, the more difficult or numerous task, but greater reward).

First of all, you might get a quest to help a few fellow settlers reach their intended destination, a place to start over and make their own camp, a (good?) escort quest. Fight of monsters while you travel and hunt down the local "badguy" to claim the lands.
Next difficult level, you'll find a small village has been built, but to help it grow they need more resources that you can collect by killing enemies or just buying/collecting from specific locations.
Next level offers a new quest, the village has some major problem and you got to go out and find skilled people who can fix it, much like the Sacred 2 epic office quest, but smaller. After you find a specific person you'll either escort them back, or pay for a teleportation (save time, pay in-game money). After that is done, the village fixes the issues and is alive and well, except for minor side-quests.
However, at the next difficulty level a messenger appears and tells you the village is in great danger, either follow him back directly or tell him you're buzzy right now, your choice.
If you follow him directly, you'll help defend the village against some local bad guy who wants to claim it, or even some ancient evild that's been awoken form it's slumber, and most villagers will help you fight the boss. If you choose to wait for later, you'll have to fight the boss for yourself but can loot the dead villagers before you do so and hence get more loot.

"Bad guy" ending: harder boss battle, more money/loot, less villagers.
"Good guy" ending: easier boss battle, less loot but more villagers and hence lower prices/better items offered in shop.
I might be interpreting this wrong but this sounds, to me at least, vaguely similar to the Dynamic Event system in Guild Wars 2. Why not expand it to include action-dependent bonuses and consequences in quests that could provide very interesting "twists" in the plot by providing new quests at the cost of some quests becoming unaccessible. This could provide a motive for players to continue with a particular character.

The best example I can think of is the main plot quest in the Shadow Campaign where that Inquisitor tasks you with going to that base and warn the commander of an impending assault from the Nobility's forces. There was potential of either allowing the player to "save the day" by eliminating the enemy force with few to no casualties where the commander of the base sends the player to that Grand Inquisitor to be personally rewarded or should the player be unable to defeat the enemies quick enough be the only survivor of the battle forcing them to travel to the Grand Inquisitor and report this defeat.

From there quests could become accessible or denied based on whatever occurred. If there were few to no casualties the Grand Inquisitor is impress with the player so tasks them with a task that is of significant interest to the inquisition yet not important enough to send the elite to handle. If the player is the sole survivor of the assault the grand inquisitor, being suspicious of the player's combat skills, could send them on essentially a suicidal mission to strike at a outpost of the nobles in revenge. The middle road would be what unfolds currently in the quest line.

Quote:
Originally Posted by Tuuttelituuri View Post
If set and rarer items had something new when you collect them in higher difficulty level. Something that activates when you are attacked or when you attack an opponent.
With full set item for seraphim, you blind all opponents around you when your health drops to 10%.
What about abilities or effects that activate upon using certain combat arts or certain weapons. For example a set that bolsters the Arcane Combat Arts of the High Elf could give Cobalt Strike the additional effect of stunning the target.
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Old 31.03.2012, 17:56   (permalink) #1595
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I agree with Dobri and Stubu. The Sacred series always have to intertwine the characters' main quests.

A combination of skill balancing and mods would be good.

Leveling should be just like Sacred 1, level 2 should have an extra weapon and CA slot already.

Choosing your own skills is also good, but skills should be like level 1-12 getting 2 skill points, level 13-20 3 skill points, and so on, just like in Sacred 1.

The character classes should also be new, like what Dobri said. Not only changing the character's appearance, but also their default clothing as well.

The mounts are good, but should also have more unique modifications, like the Temple Guardian's Mobiculum should have spikes to run over mobs, and the Shadow Warrior's Ghoul should be able to eat enemies.

Always keep the Seraphim, they're like the main hero in the series.

The Temple Guardian should be able to wield shields, or at least be able to carry giant axes and hammers, just like Sacred 1's dwarf.

That is All.

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Old 31.03.2012, 18:03   (permalink) #1596
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Originally Posted by stormrage02 View Post
The Temple Guardian should be able to wield shields, or at least be able to carry giant axes and hammers, just like Sacred 1's dwarf.
Kind of hard to hold a shield in your offhand if it transforms into various weaponry.
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Old 31.03.2012, 18:10   (permalink) #1597
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Quote:
Originally Posted by Dark Battle Mage View Post
Kind of hard to hold a shield in your offhand if it transforms into various weaponry.
Not if you want to have it as comical relief.
Expect a TG mention something like:"Oops, I did it again", when dropping his shield when switching to the auxillery weapon.

Followed by the player's anger moment when it happens: "#$@%#^@#%@$@! That idiot dropped his shield again! @#R%%#%#@#$. "


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Old 31.03.2012, 20:20   (permalink) #1598
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Originally Posted by Dark Battle Mage View Post
Kind of hard to hold a shield in your offhand if it transforms into various weaponry.
IIRC, the NPC TG's in the Wastelands have two hands. Maybe the next TG should come with an optional hand attachment for those people who want to DW.
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Old 31.03.2012, 20:49   (permalink) #1599
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Originally Posted by lujate View Post
IIRC, the NPC TG's in the Wastelands have two hands.
There also that TG NPC in the human city that has two hands.

Quote:
Originally Posted by lujate View Post
Maybe the next TG should come with an optional hand attachment for those people who want to DW.
I don't think there could be a TG in Sacred 3. As I understand all TG, including the playable one, are the last of their kind. This "Creator" they and the Seraphim mention built them to maintain and oversee the functions of the T-engery machine and many of their number were destroyed during the war mention in the opening cutscene.
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Old 31.03.2012, 21:20   (permalink) #1600
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Originally Posted by Dark Battle Mage View Post

What about abilities or effects that activate upon using certain combat arts or certain weapons. For example a set that bolsters the Arcane Combat Arts of the High Elf could give Cobalt Strike the additional effect of stunning the target.
Longer chain for Cobalt strike, bigger and more powerful fire demon, Cleansing Brilliance stuns enemies for short period time when it's dark.

Why not? Both are perfect for me.

@Dark Battle Mage
I remember that temple guardians mission was to defend great machine. Shouldn't they be..."dead", shut down.

Last edited by Tuuttelituuri : 31.03.2012 at 21:23.
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Old 01.04.2012, 05:08   (permalink) #1601
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I remember that temple guardians mission was to defend great machine. Shouldn't they be..."dead", shut down.
I thought the ones at the Great Machine were originally offline but became active after they or the Great Machine itself sensed the fighting going on between the Inquisition's and the Nobles' forces and identify them as a potential threat. As for the playable TG I thought it was given a special mission or had a specific purpose to fulfill which was why it was shut down and hidden during the war.
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Old 01.04.2012, 05:50   (permalink) #1602
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That is the beauty of sci-fi/fantasy, the creators can make just about anything they want, as long as they can spin a good enough yarn to explain it.
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Old 01.04.2012, 09:26   (permalink) #1603
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Originally Posted by Dark Battle Mage View Post
I thought the ones at the Great Machine were originally offline but became active after they or the Great Machine itself sensed the fighting going on between the Inquisition's and the Nobles' forces and identify them as a potential threat. As for the playable TG I thought it was given a special mission or had a specific purpose to fulfill which was why it was shut down and hidden during the war.
Playable TG had a special mission. I don't remember that it was hidden but I have quite short memory anyway.

Last edited by Tuuttelituuri : 01.04.2012 at 20:03.
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Old 01.04.2012, 23:23   (permalink) #1604
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Improvments for Sacred 3

Sacred 3 in development is just awesome !!!

Just a few ideas:

Storywise, sacred 2 takes place before sacred 1 but how do they catch up when ending the shadow campaign?
That's where sacred 3 could come up.

Nice and simple: just a multiselection tool
It's always a hassle to transfer runes or small items one by one from the inventory to the chest.

Also an idea of close combart art: roll down in every direction to evade attacks.

Finally why not introduce new classes for blacksmith slots (diamond or platinium, nobium like skill levels)?

Anyway Sacred 3 is gonna be something great.

Keep it up guys !

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Old 03.04.2012, 22:47   (permalink) #1605
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First i would say hi to all on to community. And this is my first post to this site. Warning my English writing is not good.

I played a lot of RPG games (Diablo, Diablo II, Sacred I, Titan Quest, Torchlight, Path of Exile, Morrowind, Oblivion (not so much), and i look at Skyrim but never wanted to played that game, Neverwinter Nights II, played Kingdoms of Amalur, Lord of the Rings - War in the North, and other Lord of the Rings RPG games, and some more games, but i don't remember all what i played in this game ,except Titan Quest, and newer games). Now it came time to play Sacred II and later Sacred III when will be released. I never played Sacred II before because i like to play big games in lan/multiplayer, and actually never have time for Sacred II.

Ok now to go back what i wanted to say. I see there is some discuss about potion system and alchemy. Why don't we use this.
Diablo III (and some other games) use Health Orbs. When u kill the monster he will randomly drop Health Orb and heal you (idk like 30% total HP of u). Ofc u will still have Health Potion system but replaced with greater cooldown.
And why don't we create better Health potions, like for example Terraria (i know its a small game, but game did good job). Ofc u can buy better Potions with money but it need to be expensive.
BTW I am not so for crafting and alchemy (enchanting is great ), I am more for to better improvement combat system for Bosses (like some phase during the battle, monsters help him in fight etc).

I have one question and suggestion.
How multiplayer work over the Lan in Sacred II (I and my friend or 2 would like to play game and we will play over Hamachi or Tunngle). I mean how looting system work. Does it drop loot and all can loot at the same time (like in Titan Quest, that's bad), or separate loot for all, nobody can see your loot (like in Diablo III), or just loot for one player (sometimes for me sometime for him)?
What i would like to see in Sacred III is a separate loot for all. I think its the best solutions, because they will not be fight over the items You can simple trade items or even drop them to see other players.
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