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Old 30.03.2010, 14:06   (permalink) #751
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Originally Posted by Grumbledock View Post
Yeah, but why not add it to campaign?
Would be fun to redo some of the most epic bosses while still progressing the campaign, doing quests etc
Because of the way the quests are set up, killing the boss completes part of a quest & you're supposed to be part of a world (where the only thing that gets revived are the undead). You'd have to have it so that killing the boss (say GarColossus) spawns a clone of him (identical in all respects but treated as a different monster, ie, not related to the quest) which you could kill.
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Old 30.03.2010, 14:21   (permalink) #752
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Some mini games, to break up the lvl grinding.
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Old 30.03.2010, 14:28   (permalink) #753
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Some mini games, to break up the lvl grinding.
*sigh* Don't even think about suggesting a Llama-pinata Steve.
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Old 30.03.2010, 15:11   (permalink) #754
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Llama pinata?

Hmm, actually not a bad idea that one
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Old 31.03.2010, 12:33   (permalink) #755
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*sigh* Don't even think about suggesting a Llama-pinata Steve.
Why the *sigh* ? Does this mean that you disapprove of my suggestion Llama ?
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Old 01.04.2010, 00:55   (permalink) #756
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Damage modifiers/damage type slots for Combat Arts

I really liked the system in Sacred 2 where you could socket a damage modifier into your weapon, and transform ~30-50% of the base damage to fire/poison/ice/magic. Therefore I think that Sacred 3 should evolve the system, offering not only elemental damage modifiers for weapons but for Combat Arts too. Basic, it's pretty much as when you smith a weapon in Sacred 2, you go to the combo master, choose what skill to enhance and with which orb (of fire/ice/poison/magic) or use the same as for weapons, chunk of lava etc. A certain CA can only have maximum of 1 modifier at a time, and in order to socket a modifier to a CA you'll need enough money and an available modifier/orb/chuck of lava in your inventory, dropped from an enemy or simply buy one from the combo master. Like the weapon modifier, the modifier transforms ~25-50% of the CA's base damage to the chosen element (fire/ice/poison/magic).

If you choose to socket an elemental modifier to a CA, the CA's animation should be a little different. If you add a poison orb/fang to a meteor shower, 30% or the meteors will be green or a green cloud would rise where they hit. If you add fire to your nether Allegiance, the summoned skeletons would have burning swords (same animation as if you use a chunk of lava for your own sword.

The player should of course be free to add the same elemental modifier to all skills, use none or mix as they world and the enemies resistances change. Adding the ability to socket/change a certain percentage of a CA's damage would add a lot to depth and variety. Even if I team up with a firend who plays the same class/race and has the same Ca's, we still could still complement each other, and have 2 really different characters instead of 2 very much alike. A Pyro-High Elf that has a 40% magic damage to the meteors?
Why not play as a Seraphim that can freeze enemies with radiant pillar, or a Dryad that deals 45% fire-damage?

Using the same animations with a slight change of colour does not mean a lot of extra coding, the same goes for re-using the blacksmith for socketing CA-modifiers. You can make a "pure" character and use no modifiers, go all in for one and hope for the best or change the modifiers as you play and encounter different enemies and bosses. It worked great for weapons, and I think that skills would benefit from it to. You can evolve a character beyond being a mere Pyro-Elf or Poison-Dryad, into a poison/pyro-elf or a magic/ice/poison-dryad.

Like this, but used with Combat Arts and not only weapons
http://www.sacredwiki.org/index.php5/Sacred_2:Forging
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Old 09.04.2010, 16:41   (permalink) #757
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My biggest wish? I want another Wood Elf character like in Sacred 1. Took time and effort (i.e. good loot) for her to bloom, but once she did I had a melee/magic powerhouse. Sure, Seraphim works too, but basically bring back a Wood Elf.

I'd love some finishing moves, fatalities, whatever you want to call them. Again in Sacred 1 you'd randomly kick some enemy's head off or similar, and sadly Sacred 2 lacked that (as far as I've seen).
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Old 12.04.2010, 13:23   (permalink) #758
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Thumbs up Sacred 3

I decided to move to Ancaria Please in “Sacred 3” don’t forget to put me in a nice city, I wish to immigrate Ancaria .

Please, please don't let to remind us it is a game . "How the game works" every few minutes . We all become a united whole, don't need to remind us it is a game
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Old 12.04.2010, 14:17   (permalink) #759
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One thing I hope they reintroduce from S1 is character variety. What I mean by that is that each character felt different to the others because they had a different range and amount of CAs. So, if you wanted to play a character who was straightforward, and whose CAs were all fairly easily understood, then you opt for the gladiator. If, on the other hand, you want to spend a lot of time playing around with different CAs before choosing which ones work best for you, then go for the battle mage*. All right, some CAs were fairly standards (all the melee characters had some variation on hard hit or multi hit), but the differing numbers made choosing your character more interesting, in my opinion. The 'everyone has to have 15 divided between three aspects' made the characters feel fairly similar in terms of design.

* And I admire anyone who took the time to master the battle mage, with his 25 or so CAs. I had enough fun trying to master the seraphim, with a mere 17, I think.
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Old 13.04.2010, 05:57   (permalink) #760
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i must say what i would really love to see in sacred 3 would be crocodiles /gators
maybe griffons more boats /ships that you can actually access as a single player half man half horse medusa vikings pyramids with access in them cyclops witches on brooms devils
easeir paths on the mountains to some quests as i found in s2 i could not access some
as for the rest leave it i love it as it is maybe more bosses and a bigger map
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Old 13.04.2010, 06:08   (permalink) #761
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......crocodiles /gators........half man half horse....... pyramids with access in them.......cyclops......witches
Have you tried Titan Quest? It has all of the above.
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Old 13.04.2010, 09:24   (permalink) #762
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Yay for variety, Steerpike. I think they were afraid of more balance issues, so 3 aspects per class, 5 CAs each were imcorporated into the guidelines of cklass design. BTW, the BM was the one who introduced the basics of "aspects": four magic schools (i.e. skills), 4 spells each, and the final column was without one magic school, while the other casters had one skill per class which used to apply to all spells.
All classes except BM had Hard Hit, Attack, Multihit, and Combat Kick moves, which was a good starter since their runes dropped more frequently. If you wanted, for example, more LL% and better HH, the "Death Claws" vamp rune did the trick.
The prob of the phim is (AFAICT, I suck at her) that she has so #### low an item count... no gloves while wearing bracers, no shoes while wearing leggings, and only 3 jewelry... 4-slot wings don't compensate for that. And because belts, wings, gloves are unusually big (in backpack), WE/vamp/male players are less likely to keep them in their stash. AND you need both RSM and RS gear on her just to cast a decent RBoL and SOF, while maintaining a high Attack CA (or BFG), that's when the excrement hits the fan IMO.
Low item count + high item stat requirements for decent gameplay = sucky class.
The BM needs neither Conc nor RSM. Just load up on RSpell + a decent magic school + his high mental regen stat and let rip. While the Seraphim is a challenge, the icicle mage is a cookie cutter, and the GoWer is a cheese cutter, heheh. Low health and the meditation skill pick (which is dirt on a pure caster) are the only probs.
DE isn't difficult either. While Conc doesn't help trap regen, RSM and the PhR stat will.

Back to the main topic: As far as variety is concerned, I'd like to see some unique effects like the vamp's glowing claws, i.e. some kind of effect which doesn't directly depend on CAs. Let's say they make 3 groups of CAs: (1) some CAs which have a chance to add an elemental damage "charge", (2) some CAs which add a non-damage kind of charge (say, LL% or stun), and (3) the "basic" CAs (Attack, HH, MH, CK) which are the only ones to "use" charges.
I have to admit, that looks like the DII assa without traps, but what the heck. @Least you have to use all three types of moves... can't just concentrate on one type (3xCobra+3xTiger+default attack) while neglecting everything else (elements & finishers).



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Old 20.04.2010, 14:50   (permalink) #763
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Fewer, smarter and tougher enemies with homes

Yesterday I played Divinity 2: Ego Draconis, another A-RPG, and while the game had some clear setbacks (no respawning enemies etc) it also had some good stuff. I would like to see some of those in Sacred 3 since it would make a potentially great game even better

First of all, cut sceenes for every importnant part of the main story, could easily be done with the ingame-engine, adds a lot to the gameplay

Fewer enemies, but with better AI and more health. In Sacred 2 it was pretty much a good idea to run around a area for 3-5 minutes, gather a mob, turn on them and slay them within saconds (with the right skill/combo). I would like to see a lot less enemies in the same area(not 40 cobolts/m2 ^^), but the enemies should be tougher and require more skill to be killed. I would also like to see some smarter enemies, melee charge for attack but they never runs so far that they cant be supported by allied mages/archers. While the melee units charge, enemy mages should buff/heal them, and enemy archers should try to protect them against charging players.

In Divinity 2 (3) a group of 5 units at the same level can pose a threat, and do play together (to some extend). Like I said, the melee units charged a player, while the mage buffed/healed and any ranged unit took stayed back and focused on he had his hands full with goblin warriors. Having less enemies would require a little better AI, but also lower the system requirements for the game enabling more people to play and leaving more resources for other goodies. Maybe letting more enemies have homes/villages and so they don't just appear to be put at random places at the map.
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Old 20.04.2010, 18:50   (permalink) #764
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Better AI is a must, especially if the monsters worked together & used some tactics.
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Old 26.04.2010, 21:29   (permalink) #765
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Question idears for S3

i wanne see a market place in S3 :P thet if u are online u can post stuff on it and sell to other people

olso i wanne see some nice start up scripts not like S2

if u are making a server side thing let people make them
make a base with a file to mod for XP en drops enz enz enz
let people who install the server be in a nice connection list so evryone can go to the server

will be nice to see this in S3

Last edited by Goten87 : 26.04.2010 at 21:31. Reason: site = now side
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