Post by Badwater on Aug 10, 2011 3:58:12 GMT -5
Here are some general notes and observations as I get T2 ready for it's initial run:
Merchants - Merchants are pretty basic right now. Mainly it's reflective of the fact that all players' needs are basic right now. I don't need to have a merchant selling an epic-item only store yet, so I'm not worrying about that. In terms of gameplay right now, you'll see that there's some mundaneness with the stores. In the future, merchants will evolve and change as the player need changes.
There is one important feature of even these basic stores, though - racial and class considerations are being implemented from the outset with the merchants I'm setting up. Racial preferences are there in the home cities. I'm also setting up what seems like common sense to me; for example, don't look for a dwarven war axe in the elf city. Don't even bother looking for arrows in Hammerfall! I think that as T2 matures, it will really be reflected in the makeup of the home cities and their merchant and quest biases.
Valahna - This city will start out without two major components - the Pirate Spit and the rich sector of the city. I will bring in the rich sector as I come up with Valahna quests. That is to say, the city revolves around gold, so I don't want to just toss in a few building when in actuality there will, and should be, some intrigue regarding the morality of gold or how it influences power in Valahna. The Pirate Spit is being worked on and will not be far behind the initial sneak preview(s) of T2...it's just not essential because your level 1-3 probably isn't going there yet anyway.
Hammerfall - Same as Valahna, there's a lot that I have in mind for Hammerfall as T2 comes along that is not essential to your initial look at the city. Right now, Hammerfall will be the only place where you can mine copper - and I don't think I have that part of the mine in yet! Like the Pirate Spit, it's not very far behind.
Anira Anma'a - The elf city will be the next home city I put in. Its leaders are the Wood elves, the most ancient of the elves in this part of Talus. Druids of all races will have a prominent place here as well - Anira Anma'a means The Trees in the elven tongue.
The PAW -Ah yes, your favorite buddy, the PAW. I know there are many who think it's a PITA, but the PAW forces players to slow down and look around or they'll miss something. I have all manner of secret entrances in T2, and I like the fact that you don't have to be a rogue to get to all the good stuff. You're also going to be hurt by more than a few traps if you don't use it. The resting restrictions are great - a player may actually decide to spend a little gold on an inn key to restore all their hit points. ;D May as well get used to using it - it's a brave new world!
I'll have more testing notes as I move along this week. Enough writing....I'm getting back to building now.
Merchants - Merchants are pretty basic right now. Mainly it's reflective of the fact that all players' needs are basic right now. I don't need to have a merchant selling an epic-item only store yet, so I'm not worrying about that. In terms of gameplay right now, you'll see that there's some mundaneness with the stores. In the future, merchants will evolve and change as the player need changes.
There is one important feature of even these basic stores, though - racial and class considerations are being implemented from the outset with the merchants I'm setting up. Racial preferences are there in the home cities. I'm also setting up what seems like common sense to me; for example, don't look for a dwarven war axe in the elf city. Don't even bother looking for arrows in Hammerfall! I think that as T2 matures, it will really be reflected in the makeup of the home cities and their merchant and quest biases.
Valahna - This city will start out without two major components - the Pirate Spit and the rich sector of the city. I will bring in the rich sector as I come up with Valahna quests. That is to say, the city revolves around gold, so I don't want to just toss in a few building when in actuality there will, and should be, some intrigue regarding the morality of gold or how it influences power in Valahna. The Pirate Spit is being worked on and will not be far behind the initial sneak preview(s) of T2...it's just not essential because your level 1-3 probably isn't going there yet anyway.
Hammerfall - Same as Valahna, there's a lot that I have in mind for Hammerfall as T2 comes along that is not essential to your initial look at the city. Right now, Hammerfall will be the only place where you can mine copper - and I don't think I have that part of the mine in yet! Like the Pirate Spit, it's not very far behind.
Anira Anma'a - The elf city will be the next home city I put in. Its leaders are the Wood elves, the most ancient of the elves in this part of Talus. Druids of all races will have a prominent place here as well - Anira Anma'a means The Trees in the elven tongue.
The PAW -Ah yes, your favorite buddy, the PAW. I know there are many who think it's a PITA, but the PAW forces players to slow down and look around or they'll miss something. I have all manner of secret entrances in T2, and I like the fact that you don't have to be a rogue to get to all the good stuff. You're also going to be hurt by more than a few traps if you don't use it. The resting restrictions are great - a player may actually decide to spend a little gold on an inn key to restore all their hit points. ;D May as well get used to using it - it's a brave new world!
I'll have more testing notes as I move along this week. Enough writing....I'm getting back to building now.