Hi guys. I have a few ideas that if they could be solved and implemented would make the game much better and more immersive. These affect the characters, world building, and game mechanics.
My ideas would be these: first of all, the separate area and POI system is a bit confusing when building the world and the area doesn't really make sense but is necessary, but no matter how much I create an area location (city, island, etc.), the game itself doesn't really handle it, only if it is marked as a separate POI and this is where the problem starts because POIs require and use their own separate map, but for every important building, location, even for the most important rooms, a separate POI needs to be created. And this is where the game and Franz sometimes get confused, this is especially true when there are several cities and there are, let's say, several similar places in the cities, such as poor neighborhoods, rich neighborhoods, etc. which usually happens in many cities. and in such cases the game can get confused and jump around between regions and locations, thus disrupting the gameplay and sometimes even the missions. Of course, the Poi system itself is not a bad thing, but we could also use the area system, for example, a Poi is just a big one that can fit an entire island, city, etc. or the other option is a serial connection, with several branches, so there is a given Poi, let's say a city, and the player arrives and tells where he is going, and the game would then move and search among the other Poi connected to the Poi. So if the player says he is going to xy pub in the poor neighborhood, the game will only take into account the parts connected to the Poi, even if there is a similar or identically named place elsewhere. This could help a lot.
My other idea is that the currency system should not be just one type of currency, but that it should be possible to do more in a larger world space. This would be a huge improvement, because the player could feel that he has been somewhere else, and the currency in one place may not be worth the same as where it comes from or it may not be accepted, it can only be exchanged or whatever someone comes up with when building the world. This way, unique payment instruments could also be included in the worlds.
My next idea is a bit more complex about the characters, I thought from my own experience that the game could be much more interesting and exciting if the characters were introduced with some new markings, similar to how HP, XP etc. work, these could be, for example:
A Fame or Influence point system which would mean that players would not only have to pay attention to their health (HP), but also to how many allies they have left. Every positive action can add to it, and every wrong step takes away from it. If their reputation reaches a certain level in a positive or negative sense, they will either move forward in the influence/Reputation system gaining stronger allies, or they will lose them and even be left alone during a harder mission.
In addition, there could be a sub-character map similar to the sub-classes. What could be, say: A Noble "Character Map" (Status Map) which would contain four important things.
Legitimacy: (in a given situation, to what extent others support and stand by him in achieving a given goal, for example, gaining power)
Influence: (The character's power level, how many friends he has, how many allies he has, how many people he can gather around him in 24 hours.)
Wealth: (this is a clear measure of the character's wealth, it can also drown out the previous two measures).
Secrets (this is the most important): (This is a list of things that, if revealed, would cause the character's downfall, significantly weaken them. They could be compromising things, actions that the character commits but may not be aware that others know about these actions. Or incriminating writings. These are automatically added to the secrets when the character does something like a break-in, a seen but unreported incident that had serious consequences. These are added together and stored, and an enemy faction or an angry character, another player perhaps. This can be revealed under certain conditions and used against the player. Or the player can use it against another character if he has it)
And to complement the above character sheet, another sheet would be closely related: the "Social Map". Mark the factions on it and who hates whom, who is an ally of whom. (I think this doesn't need much explanation :-) )
and finally, I noticed something in the gameplay, the game is often radically forgiving and this spoils the immersion quite a bit, my suggestion or idea is that this could be tightened up a bit, here again, according to my own experience, as I usually deduce these, there are steps when you can't make a saving throw, as I usually say. There is no "saving throw" for stupidity For example, if a character openly insults a prince or king in the court, don't let a dice roll save him. Let there be consequences. Because it can be quite an illusion-destroying when, even unintentionally, someone really does a very rude thing in the game. And the game tells you to roll a test to see if anyone noticed or if you can calm them down. even when this would be practically impossible in a given situation.
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In Review
π‘ Feature Request
About 1 month ago

DamienAddams
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In Review
π‘ Feature Request
About 1 month ago

DamienAddams
Get notified by email when there are changes.