What would you suggest Big Huge Games and 38 Studios do differently?
- Reduce exposition heavy characters to one per quest hub, eliminate all exposition redundancy
- Remove alchemy from crafting.
- Add a combo counter system.
- Link combo counter system to buffs previously found in alchemy, as well as to character progression systems.
- Add health/mana orb drops system (fallen enemies 'drop' instantly consumed health and mana orbs - as seen in God of War and Diablo 3)
- Link health/mana orb drops system to combo counter system and character progression.
- Fewer dungeons, but much much much bigger, larger, longer.
- Increase combat density in both overworld and dungeons.
- Reduce respawn timers for enemies significantly.
- Double average amount of combatants in any given combat encounter, add a 'spawn next wave' element to encounters more frequently, if not always.
- Add mounts for overworld travel, as a countermeasure to increased combat density and quick respawns.
- Remove blacksmithing from crafting.
- Expand on gear upgrade systems like Sagecrafting.
- Add 'Loot Pinata' effect to enemies.
- Add 'Area Looting' as seen in SW:TOR
- Add 'Loot Pinata' effect to breakable objects
- Add significant loot to breakable objects
- Link unique epic loot to boss encounters/quest rewards
- Deeper randomly generated loot with more affixes
- Increase competitive quality of green and blue loot drops
In short, skew the experience away from Elder Scrolls to being much more like a 3rd person Diablo game with a full set of RPG mechanics. Away from open world 'exploration' - towards becoming more a combat and dungeon and loot centric experience. Focus being on improving balance and increase challenge. And most importantly - increase pacing and flow of gameplay, respectively reduce downtime between combat.
What would you suggest?
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