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#462356 09/04/13 02:00 PM
Joined: Oct 2004
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This is sort of like stretch goals but some things that I think would be interesting if they fit the game:

1) Long 'side' quest that help tell the history of the area and the nature of life.

2) Player behavior impact perception of common people. For example if a player performs evil deeds enough time (and there are witnesses) town member might hear of this and cringe when the player enter or evil people might ask the player to assassinate law-makers (mayor and such). Conversely if the player is known for good deeds a woman might need help finding her daughter or similar. There are variants on this but part of the aspect is that if the player is known to be strictly good an evil person might avoid them for fear that they would be turned in - this is slightly different than previous game in that often the player has a choice of how to handle a quest with disregard to the player known tendencies.

3) ability to dye/customize items

4) pets (non-combat pet that you have to protect when they get into trouble; and you feel very sad if they die frown The same could be said for friend-ship with members of a town that you now defend not because they are good or evil but because they are your friend smile

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Joined: Apr 2013
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Nice points, I support them. smile


WOOS
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jup jup, all nice suggestions



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I'm really excited about the Homestead. One of the things I enjoyed in the first Divinty game was the way I could pick up so much of the environment in my journeys and transport to a certain location where the game would then remember what I put there. It was like I had my own home that I could decorate from my travels. It reminded me of that Ultima game where lighting would turn objects in to other objects. I remember wandering around as the lightning made a bunch of furniture and items from flowers that I could put in a certain room in the city I claimed as my own and they would be there when I returned. I know it's not supposed to be the Sims but it is something I would like to see in more role playing games.

Joined: Dec 2003
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1, 2 and 3 are in.

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Drat; no 4. Guess I don't have to worry about my puppy stealing a juicy rack of were-lamb smile

Thanks for the response Forktong.

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For me, party members are always some kind of "pets". And I'm pretty much more sad when a companion dies than I would be if a pet jumped in an arrow. laugh Pets make no sense in D:AO. You're on a mission and you're fighting a lot. Which irresponsible jerk would bring a helpless animal into a battle? Poor thing.

Joined: Mar 2003
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He didn't say they were not in. Maybe they aren't in yet. But I guess that pets will have to be taken care of by modders.

Would be pretty cool though: some kind of slow courtship. First, some random animal crosses your path. Later it crosses your path again and starts following you for a bit, then moves off again. And so on.


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And eventually.. you walk around with a Weresheep on your tail



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