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Current thread: Mythic forums > Technical > What area of the game would you like to see developed next?
AuthorMessage
Legion
5/13/2011 12:17:13 PM
Circumstance unfortunately dictates that I take the rest of May off from Mythic Warfare development. I have several projects in mind for when I return, but after a long break from MW I often re-prioritize my ideas. What areas would you like to see developed first? I'll list 10 choices to get you started.
  • 1) Cooperative adventures involving two or more players, or even player vs player.
  • 2) More tactical combat features such as missile weapons and other new fighting styles.
  • 3) Party automation features such as preset action triggers or scripting, or anything else that might streamline large multi-group adventures.
  • 4) More variety within the existing framework: new skills, classes, spells, monsters, items, races, etc.
  • 5) Better player-to-player interaction features such as improved forums (polling, search, etc), better chat integration, and/or in-game interactions such as a player market or auction system.
  • 6) Focus on developing the clan worlds, starting with food and shelter requirements in lieu of daily maintenance costs, and territorial skimishes with monsters.
  • 7) New in-adventure ideas such as traps, portals, descriptive rooms, doors/locks, more treasure opportunities, etc.
  • 8) Create some type of talk-to-monsters system (likely including social and/or language skills and expanded communication and mind magic) to bribe, hire, or otherwise interact with monsters.
  • 9) New mission types, possibly multi-step such as treasure maps found, recurrent NPCs, or a reintroduction of monster lairs or similar access to themed adventures.
  • 10) Better graphics and interface, maybe an equippable character image or actual monster icons on the maps, or anything else you or I think of to make the game prettier and more intuitive to play.
Or ... (11) Anything else! These are all projects I am eager to work on, but if you are excited about a different direction entirely, let me know. There is nearly limitless room for growth and expansion and these 10 ideas need not necessarily be my first priorities.

5/13/2011 3:34:30 PM
Starting from the list...

More tactical features/options would be my MAIN thing now. Being able to designate who my Grunt tanks for, range weapons for those who are not on the front line, the abillity to specify individual targets would be helpfull too. Adding something like a "defensive stance" option for party members, could be an option for use with skill points.

My thought would be fleshing out whats there, but new spells/skills/classes would be sweet. Would love to see the abillity to interact not just with mobs, but also with other clans more also.

Edit: The clan bank/loot bank idea would be something I would LOVE to see, with the abillity to sell items to other clan members, such as my grunt selling that magic copper bracelet to my mage or cleric :-)

Will keep thinking on it....

5/17/2011 10:58:17 AM
I know you had mentioned it as something "down the line", but it I realy liked the idea of being able to enchant treasure found on adventures, bracelets, rings etc. Would be pretty awesome.

The more I think about it, the more I realy like the idea of more interaction between clans. Not just adventuring together, but the abillity to have "battles" with each other, and/or be able to set it up so another clan can "adventure" a dungeon populated by members of your clan, maybe mid-lower level members to start, and moving up in difficulty.
Dark Realm
5/27/2011 10:55:25 AM
i do like the tank for someone option...kind of tired of watching my tanks tank for each other while my defensively challenged priet gets hit over and over... maybe even very slight changes on equipment prices on daily basis...supply and demend cause healing potions to go up or down between daychanges ...sale on certain listed items..."today only all clubs are 10% off" or "due to a recent war nearby all swords are double in price"

6/3/2011 4:23:52 AM
A way to remember and easily field a specific adventuring grou would be nice. for instance select - Brian's group/party - means you dont have to go through the list of charactersand choose - the group is already pre selected by you and saved beforehand....

6/3/2011 4:26:12 AM
also i miss the gnome villiages and graveyards... choosable adventures (within reason) would be awesome. Being able to choose to go to the stinking swamp, or the rolling plains etc... outdoor adventures could use the same dungeon format just with differentcolors or box edges to give it an outdoorsy fe el.

6/3/2011 7:29:37 AM
any chance of work on repairing items? currently there is only one way that i know of - the magic. I think i nice alternative would be an option to purchase a "blacksmith shop" for you village. It could give a -tiny- discount on some items randomly... but also give the player an opportunity to purchase a repair using clan gold...

now that i think of it - the same template could be used for other "buildings" like a church - to pay for heals. An apothocary could be used to create low level heal potions...
Legion
6/9/2011 2:14:37 PM
I just wanted to update you guys to let you know that I'm back to work on MW. I'm cleaning up a lot of smaller issues and streamlining some parts of the code. There are a lot of little things that I don't want to neglect.

For example, I'm rewriting the function that automatically creates groups for your characters on large random/multigroup adventures. Finding the ideal groupings is probably an unsolvable problem, but getting closer to ideal is possible. It may not seem too important, but it will help a lot in large-scale battles down the road. Regardless, its what I've been doing most of this week, along with smaller improvements here and there.

As for the next significant project, BlackThornes chimed in first, so I'm taking his reply to heart. I've started creating a foundation for missile weapons and expect them to be fully implemented in another week or two. This will be a lot of fun since it will not only tactically enhance combat but will create three new skills (initially; more to follow), a new archer class, new marketplace categories, and some archer variants of common monsters.
Dark Realm
6/16/2011 8:51:58 AM
hopefully the archer monsters wont be massively prevelent for a while til we can actually get our own archers .... *looks on as 3229038 orc archers fire at his party in a huge room*... *runs crying to Legion* "my characters are all dead!" *Legion looks into the matter* "sorry i dont see any charcters all i see is porcupines"

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