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Your idea is quite good, but has the thing of people who might complain about long travelling routes ... <img src="/ubbthreads/images/graemlins/silly.gif" alt="" /> So it needs Teleporters near to these shops.



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That's why I liked the market centrer of Rivertown. Had a transporter near by but the stuff selling there became absolute a bit fast. With that system I would still get items worth buying.

Also it's not that hard to write into code. In the dB just add a field that gives a value to a certain item and an integer in the save game that says at what level the current shops are at.

Maybe some items of a region (the most powerful ones) only become available in other shops when you're discover 2 more shops (to make the player it worth wild just to walk that extra mile). Also you could use it in a skill capacity. the traders tongue would not only reduce prices but also speed up the distribution process of a new discovered shop

example:
5 days after the discovery of a shop items begin appearing in other shops.
With traders tongue it only takes 2 days and the quality of items that the others shop get is higher. When traders tongue is maxed out shops get new stuff instantaneous and also the best stuff the new shop had to offer, this means that the player can buy any item at any shop. (well limited in number of items a shop can only have 30 items but the random generation of the shopitems uses all items while a player with lower traders tounge leave some of the "super" items (like lightning damage +25 sword) out when items are generated in a shop)

this is getting complex. <img src="/ubbthreads/images/graemlins/badsmile2.gif" alt="" />

But it would make the traderstounge skill worht investing in.

Yeah it would be great to have teleporters that are near shops. But don't think the teleporter have mysteriously relocated them selves in 20 years (same world same places of transporters) maybe new ones can be "discovered"

Last edited by Morbo; 30/01/05 10:34 PM.

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Well, the Desert never had Teleporters. *hint, hint* <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />


When you find a big kettle of crazy, it's best not to stir it.
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"Interplay.some zombiefied unlife thing going on there" - skavenhorde at RPGWatch
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Morbo Offline OP
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Well maybe there were but no one discoverd em.

@lar: *hint, hint*

I'm full of ideas now: latest teleportation building skill to add to the current ones and the pyramids. 1 skill point buids one teleporter at a certain location (unless a dampening field is active (to make sure that you can't escape where the story doesn't allow it)). But be carefull you can't relocate once a transporter build it says there and you can only build a new one when you invest a skillpoint in the skill (lets not make it to easy you still got your pyramids). So when you find a teleporter a screen furter than the screen you just build one *DOW*.

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return of the succubus (in all her 3D glory) and Yes I will be playing as female warrior. <img src="/ubbthreads/images/graemlins/devil.gif" alt="" /> <img src="/ubbthreads/images/graemlins/silly.gif" alt="" />

Last edited by Morbo; 30/01/05 11:31 PM.

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well, i hope all these will happen, Morbo.

maybe plotholes such as carts & travelling merchants will be resolved as well since teleporter stoens are the norm for society in the DD2 timeline. meaning there is no impending doom or some wars between races. all is well until ..... .

that way, teleporter stones are no longer a jumping point to some lonely places, instead they have become economic hubs. if u have watched Cowboy Bebop & the hyperspace gate technology in the anime, the gates are always the centre of human civilisation, where humanity concentrate themselves at.

well of course, the teleporters can't be totally understood as they are alien artifacts. meaning if one learns rune alphabets (yes, the revival of rune reading) , one can truly harness the power of the teleporter stones & travel to places other people don't think of.


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Well the reason why the teleporters aren't vibrant hubs of economics is because there is that pesky thing that you need scrolls to activate em.

I also hope they expand the world a bit. Maybe a new region (with a new race in it). The wastlands might get a bit remoddeled (vilages are rebuild (also the destroyed by orcs village)). Or maybe the location of the order of the divine or the temple where the divine one discovered the riftrunning portals (believed it was in a forrest). So you have familiar and new areas.


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Travelling merchants ... Hm ... <img src="/ubbthreads/images/graemlins/think.gif" alt="" /> What about an merchant literally travelling around ? Like some sort of NPC whom is met quite randomly ? He should be able to defnd himself in order not to be killed by some monster, though ... <img src="/ubbthreads/images/graemlins/think.gif" alt="" />

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Well the reason why the teleporters aren't vibrant hubs of economics is because there is that pesky thing that you need scrolls to activate em.


Well, nobody knew about them abnymore. They were ancient relicts of a more peaceful time, long ago, and the farmer perhaps just wondered about "that metallic thing in my garden".

Zandalor was perhaps the last one who knew how to activate them - even the keepers of the scrolls didn't know much, otherwise they would've tried to collect them and re-activate the teleporters. But mistrust and war kept most of them from using them.


Last edited by AlrikFassbauer; 31/01/05 11:26 AM.

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Gothic had a "Chapter" system -- which was basically that chapter changed, when you completed the main quest stuff. You could always roam the world freely, to your very own liking.

So, if you want an open DD2, what DD2 needs to do is to have an "act" system govern just by the main quest, not by what location to open and unlock like GTA.

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Sounds nice. A bit like Arcanum, acually <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />. And this WOULD keep the feeling of freedom, since you can go wherever you like, but still keep the main story intact.

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Or you could have no Acts or Chapters whatsoever, like in Morrowind. You just do what you want to do. Come to think of it, that's like Divine Divinity <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" /> Back to the roots Larian! <img src="/ubbthreads/images/graemlins/kitty.gif" alt="" />


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But I didn't like Morrowind <img src="/ubbthreads/images/graemlins/puppyeyes.gif" alt="" />...

To be honest, I think the open chaptersystem MysterD talked about will have allmost the same effect, only that the main story is more structured. So, we'll have a free game with (hopefully) a good main story. A bit like DD. But better main story... (At least bigger part ofthe game, it feels like I spend most of DD in the forest or in a dungeon, and I don't like dungeons and forests THAT much...)

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