Alpha item voting thread [tally on Fri 20-Apr-2018]

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demeisen
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Alpha item voting thread [tally on Fri 20-Apr-2018]

Post by demeisen » April 14th, 2018, 2:52 pm

INSTRUCTIONS

Cut and paste items below into your post, one item per line. You may change the "+" before the item to a "-" to downvote an item. For example, if you dislike auto-scaling enemies, you would change this entry:

+ Auto-scale enemies with PC level

To this, to vote against instead of for it:

- Auto-scale enemies with PC level

Each poster gets up to 10 upvotes and up to 5 down-votes. It is OK to have fewer. Any excess votes beyond those limits will be ignored. Post your most important items first, for both up and downvotes. Up-voting an item will never hurt it (even if it is your bottom-most upvote), and down-voting an item will never help it.

Do not post more than once. Only the first set of votes from any given author will be counted. You may, however, edit your vote post up to the tally cutoff date. If you vote for the same item twice by listing it several times, only the first will be counted. Do not change the wording of the vote items or add elaboration.

I will run a vote tally script one week from the date of this post EDIT: per request from InXile, moved tally date to Friday 20-Apr-2018.

Related discussion thread. Polish and quality-of-life items will be presented separately, per suggestion in the discussion thread, to avoid diluting the other items.

NOTE: this is not a discussion thread (several of those elsewhere). An automated script will collect vote data from each post.

VOTE ITEMS:

+ Large dynamic spell selection / versatility (not <=5 at once)
+ Elimination or style alteration of neon blue combat grid
+ More complete/robust keyboard controls (especially in combat)
+ Spells which may damage enemies from subsequent combat waves
+ Remove/alter juvenile animations (e.g. butt wagging)
+ Ensure node spacing large enough for practical/meaningful hand-mapping
+ Have minor RNG component to combat damage
+ Game mode to disable post-combat auto-resurrection. Spell/temple instead
+ Chars which die in combat should receive no exp for that combat
+ Semi-compelled random encounters. Chance modification from song/spell/etc
+ Allow out of combat utility spells
+ Restoration of dex/luck/con stats, with some meaning
+ Enhanced difficulty (poster defeated two groups w/ lone PC)
+ Trapped chests, with mitigation means (spells/rogues/etc)
+ Optional scrolling combat log
+ Most melee weapons should have 1 rank of range (maybe 2 for some, pikes etc)
+ Option: PCs should not turn back to enemies (use other selection effect)
+ PCs should always face player
+ Noise / smashing walls should alert nearby enemies
+ Being on fire should have negative status effect beyond DOT
+ Long term SP pool (spell AP cost subtracts from, no casting when zero)
+ Occasional anti-magic/anti-light zones
+ Pitch black dungeons requiring light source (nice fit for UE4 engine)
+ Don't lock voice packs to classes/races
+ Use for unused AP (carry over half, and/or allow better defense)
+ Per-character AP pool, rather than per party
+ Auto-scale enemies with PC level
+ No 'main' PC. Game start should allow creation of multiple PCs
+ Character level should be more significant than equipment, esp on monks
Last edited by demeisen on April 17th, 2018, 4:19 pm, edited 2 times in total.

demeisen
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Re: Alpha item voting thread

Post by demeisen » April 14th, 2018, 2:54 pm

+ Long term SP pool (spell AP cost subtracts from, no casting when zero)
+ Game mode to disable post-combat auto-resurrection. Spell/temple instead
+ Spells which may damage enemies from subsequent combat waves
+ Large dynamic spell selection / versatility (not <=5 at once)
+ More complete/robust keyboard controls (especially in combat)
+ Pitch black dungeons requiring light source (nice fit for UE4 engine)
+ Semi-compelled random encounters. Chance modification from song/spell/etc
+ Use for unused AP (carry over half, and/or allow better defense)
+ Restoration of dex/luck/con stats, with some meaning
+ Per-character AP pool, rather than per party

- Auto-scale enemies with PC level
- PCs should always face player

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Re: Alpha item voting thread

Post by PsychicMonk » April 14th, 2018, 4:13 pm

+ No 'main' PC. Game start should allow creation of multiple PCs
+ Character level should be more significant than equipment, esp on monks
+ Large dynamic spell selection / versatility (not <=5 at once)
+ Restoration of dex/luck/con stats, with some meaning
+ Per-character AP pool, rather than per party
+ Spells which may damage enemies from subsequent combat waves
+ Most melee weapons should have 1 rank of range (maybe 2 for some, pikes etc)
+ Trapped chests, with mitigation means (spells/rogues/etc)
+ PCs should always face player

- Auto-scale enemies with PC level

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Gizmo
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Re: Alpha item voting thread

Post by Gizmo » April 14th, 2018, 5:10 pm

+ Large dynamic spell selection / versatility (not <=5 at once)
+ Spells which may damage enemies from subsequent combat waves
+ Allow out of combat utility spells
+ Restoration of dex/luck/con stats, with some meaning
+ Per-character AP pool, rather than per party
+ Character level should be more significant than equipment, esp on monks
+ Long term SP pool (spell AP cost subtracts from, no casting when zero)
+ Most melee weapons should have 1 rank of range (maybe 2 for some, pikes etc)
+ Semi-compelled random encounters. Chance modification from song/spell/etc
+ Noise / smashing walls should alert nearby enemies

- Auto-scale enemies with PC level

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Drool
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Re: Alpha item voting thread

Post by Drool » April 14th, 2018, 5:23 pm

Awful lotta rules for data aggregation. That said:


+ Large dynamic spell selection / versatility (not <=5 at once)
+ Have minor RNG component to combat damage
+ Game mode to disable post-combat auto-resurrection. Spell/temple instead
+ Semi-compelled random encounters. Chance modification from song/spell/etc
+ Allow out of combat utility spells
+ Restoration of dex/luck/con stats, with some meaning
+ Trapped chests, with mitigation means (spells/rogues/etc)
+ Long term SP pool (spell AP cost subtracts from, no casting when zero)
+ No 'main' PC. Game start should allow creation of multiple PCs
+ Character level should be more significant than equipment, esp on monks


- Auto-scale enemies with PC level

As for these two:
Occasional anti-magic/anti-light zones
Pitch black dungeons requiring light source (nice fit for UE4 engine)
The presence of torches as usable equipment in game implies that some form of dynamic lighting is going to be in the finished version of the game. It might not be as much as we'd like, but I'm hoping there's going to be something like this as is.
Alwa nasci korliri das.

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Lord of Riva
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Re: Alpha item voting thread

Post by Lord of Riva » April 15th, 2018, 1:15 am

+ Large dynamic spell selection / versatility (not <=5 at once)
+ Elimination or style alteration of neon blue combat grid
+ More complete/robust keyboard controls (especially in combat)
+ Spells which may damage enemies from subsequent combat waves
+ Remove/alter juvenile animations (e.g. butt wagging)
+ Ensure node spacing large enough for practical/meaningful hand-mapping
+ Allow out of combat utility spells
+ No 'main' PC. Game start should allow creation of multiple PCs
+ Character level should be more significant than equipment, esp on monks
+ Don't lock voice packs to classes/races

- Have minor RNG component to combat damage (I actually do not like randomness at all and the few completely deterministic games that we have massively impress me personally i think it also fits all genres. On the tactical layer there are still enough variations that unforseen things do happen and this benefits all tactical and strategic decisions.)

- Chars which die in combat should receive no exp for that combat (Never understood that mechanic, while it makes sense logically it shifts interesting tactical decision in favor of trying to resurrect you chars ASAP to still receive exp. depending on the mechanics chosen (eg. automatic heal after battle / go back to town) it does end the crawl directly unless you can accept gimping your party in the long run. All this is depending on the amount of Random encounters to grind back up but im also not a huge grind fan so there is that.)

- Restoration of dex/luck/con stats, with some meaning (completely pointless imo, i do get the nostalgia (honestly) but the values you want back can and will be transferred into the system in some form or another they are just not openly called. I agree that character level should matter but binding it at arbitrary attributes does not make sense this is just the case if you do not have a direct input in allocating them. I am not seeing how a game system profits from that and depending on the underlying design (which simply will not change, the basis will stay) )

- Auto-scale enemies with PC level (The worst thing you can just do, if you have scaling enemies you can just scrap levels, stronger equippment, crafting etc and be done with it, instead you should give access to sidegrade abilities to change tactics, all this can be interesting. In the end though, with no RNG component in fight, that would transform the game into a Puzzle game rather than a RPG though and that is nothing anyone want here)

EDIT: giving some explanation for the against vote, so a unnecessary discussion can be avoided.

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Re: Alpha item voting thread

Post by Serjo » April 15th, 2018, 2:58 am

+ More complete/robust keyboard controls (especially in combat)
+ No 'main' PC. Game start should allow creation of multiple PCs
+ Large dynamic spell selection / versatility (not <=5 at once)
+ PCs should always face player
+ Occasional anti-magic/anti-light zones
+ Semi-compelled random encounters. Chance modification from song/spell/etc
+ Trapped chests, with mitigation means (spells/rogues/etc)
+ Noise / smashing walls should alert nearby enemies
+ Spells which may damage enemies from subsequent combat waves
+ Don't lock voice packs to classes/races

- Auto-scale enemies with PC level

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Re: Alpha item voting thread

Post by Ricks » April 15th, 2018, 6:06 am

Hmm... from this selection:

+ Elimination or style alteration of neon blue combat grid
+ More complete/robust keyboard controls (especially in combat)
+ Remove/alter juvenile animations (e.g. butt wagging)
+ Most melee weapons should have 1 rank of range (maybe 2 for some, pikes etc)
+ Option: PCs should not turn back to enemies (use other selection effect)
+ PCs should always face player
+ Don't lock voice packs to classes/races
+ No 'main' PC. Game start should allow creation of multiple PCs

- Chars which die in combat should receive no exp for that combat: Probably pointless as it will result in reload, so you don't miss the XP. It's fine for me if the party members just become "unconscious" instead of dying. As long as at least 1 party member is alive after battle, the "unconscious" ones shall live on and gain XP as well. Only when all are knocked out, then it's over. Either all die or no one dies. And all the same XP, otherwise it could produce too much XP or level differences within the party.

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Re: Alpha item voting thread

Post by ZiN » April 15th, 2018, 7:44 am

+ Large dynamic spell selection / versatility (not <=5 at once)
+ Long term SP pool (spell AP cost subtracts from, no casting when zero)
+ Allow out of combat utility spells
+ Restoration of dex/luck/con stats, with some meaning
+ Game mode to disable post-combat auto-resurrection. Spell/temple instead
+ Semi-compelled random encounters. Chance modification from song/spell/etc
+ Pitch black dungeons requiring light source (nice fit for UE4 engine)
+ Optional scrolling combat log
+ Occasional anti-magic/anti-light zones
+ No 'main' PC. Game start should allow creation of multiple PCs

- Auto-scale enemies with PC level

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ScottMacFar
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Re: Alpha item voting thread

Post by ScottMacFar » April 15th, 2018, 5:48 pm

Very cool, I'll throw my hat in the ring . . .

Big ups:
+ Large dynamic spell selection / versatility (not <=5 at once)
+ Game mode to disable post-combat auto-resurrection. Spell/temple instead
+ Restoration of dex/luck/con stats, with some meaning
+ Option: PCs should not turn back to enemies (use other selection effect)
+ Being on fire should have negative status effect beyond DOT
+ Long term SP pool (spell AP cost subtracts from, no casting when zero)
+ Per-character AP pool, rather than per party
+ No 'main' PC. Game start should allow creation of multiple PCs
+ Character level should be more significant than equipment, esp on monks
+ Remove/alter juvenile animations (e.g. butt wagging)

God please no:
- Auto-scale enemies with PC level
- PCs should always face player
- Chars which die in combat should receive no exp for that combat

EDIT:
Had to fix a few votes due to double negatives and not paying close enough attention when I voted initially!
Last edited by ScottMacFar on April 18th, 2018, 5:07 pm, edited 1 time in total.

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Re: Alpha item voting thread

Post by thebruce » April 16th, 2018, 6:10 am

ScottMacFar wrote:
April 15th, 2018, 5:48 pm
God please no:
(-) Remove/alter juvenile animations (e.g. butt wagging)
(-) Auto-scale enemies with PC level
(-) PCs should always face player
(-) Chars which die in combat should receive no exp for that combat
Negatives should probably be adjusted for clarity so there's no mistaking for double negatives :P (ie, "-" ~ "Don't", "+" ~ "Do")

For example, either:
(-) Juvenile animations
Or:
(+) Remove/alter juvenile animations

;)
That said (and hopefully not auto-parsed), if I had to select from the OP list:

+ Long term SP pool (spell AP cost subtracts from, no casting when zero)
+ Large dynamic spell selection / versatility (not <=5 at once)
+ Remove/alter juvenile animations (e.g. butt wagging)
+ More complete/robust keyboard controls (especially in combat)
+ Allow out of combat utility spells
+ Pitch black dungeons requiring light source (nice fit for UE4 engine)
+ No 'main' PC. Game start should allow creation of multiple PCs
+ Occasional anti-magic/anti-light zones
+ Ensure node spacing large enough for practical/meaningful hand-mapping
+ Per-character AP pool, rather than per party

- Enhanced difficulty (poster defeated two groups w/ lone PC)
- Noise / smashing walls should alert nearby enemies
- Auto-scale enemies with PC level
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Gizmo
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Re: Alpha item voting thread

Post by Gizmo » April 16th, 2018, 8:54 am

Does this auto-parse take the first fifteen prefixed lines that it finds? (Will it ignore member comments, both before and after the list found in each post—and ignore posts with no lists?)

*I didn't post before, because (expecting automation)... It said not to post twice. (Feel free to delete this post if this is necessarily the case.)
Last edited by Gizmo on April 16th, 2018, 8:59 am, edited 2 times in total.

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Re: Alpha item voting thread

Post by phimseto » April 16th, 2018, 8:57 am

Thanks for hacking away at this, folks. I passed in my updated overview last week, and it hit on much of what I'm seeing here. However, I did tell the dev team that the forum itself was creating its own effort so I will pass this along once it's far enough down the road.

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Re: Alpha item voting thread [tally on Fri 20-Apr-2018]

Post by sirmaniac » April 18th, 2018, 12:23 pm

+ Large dynamic spell selection / versatility (not <=5 at once)
+ Game mode to disable post-combat auto-resurrection. Spell/temple instead
+ Semi-compelled random encounters. Chance modification from song/spell/etc
+ Allow out of combat utility spells
+ Restoration of dex/luck/con stats, with some meaning
+ Trapped chests, with mitigation means (spells/rogues/etc)
- Noise / smashing walls should alert nearby enemies
+ Long term SP pool (spell AP cost subtracts from, no casting when zero)
+ Occasional anti-magic/anti-light zones
+ Pitch black dungeons requiring light source (nice fit for UE4 engine)
- Auto-scale enemies with PC level
+ Character level should be more significant than equipment, esp on monks

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Re: Alpha item voting thread [tally on Fri 20-Apr-2018]

Post by Jademonk » April 18th, 2018, 12:37 pm

+ Enhanced difficulty (poster defeated two groups w/ lone PC)
+ No 'main' PC. Game start should allow creation of multiple PCs
+ Game mode to disable post-combat auto-resurrection. Spell/temple instead
+ Long term SP pool (spell AP cost subtracts from, no casting when zero)
+ Large dynamic spell selection / versatility (not <=5 at once
+ PCs should always face player
+ Remove/alter juvenile animations (e.g. butt wagging
+ Restoration of dex/luck/con stats, with some meaning
+ Semi-compelled random encounters. Chance modification from song/spell/etc
+ Trapped chests, with mitigation means (spells/rogues/etc)

- Auto-scale enemies with PC level
Last edited by Jademonk on April 19th, 2018, 12:26 pm, edited 1 time in total.

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Re: Alpha item voting thread [tally on Fri 20-Apr-2018]

Post by ZZGO » April 19th, 2018, 4:30 am

- Large dynamic spell selection / versatility (not <=5 at once)
+ More complete/robust keyboard controls (especially in combat)
- Spells which may damage enemies from subsequent combat waves
+ Ensure node spacing large enough for practical/meaningful hand-mapping
+ Have minor RNG component to combat damage
+ Game mode to disable post-combat auto-resurrection. Spell/temple instead
+ Chars which die in combat should receive no exp for that combat
+ Semi-compelled random encounters. Chance modification from song/spell/etc
+ Allow out of combat utility spells
- Restoration of dex/luck/con stats, with some meaning
+ Enhanced difficulty (poster defeated two groups w/ lone PC)
+ Trapped chests, with mitigation means (spells/rogues/etc)
+ Optional scrolling combat log
+ Most melee weapons should have 1 rank of range (maybe 2 for some, pikes etc)
- Option: PCs should not turn back to enemies (use other selection effect)
- PCs should always face player
- Noise / smashing walls should alert nearby enemies
+ Being on fire should have negative status effect beyond DOT
+ Long term SP pool (spell AP cost subtracts from, no casting when zero)
+ Occasional anti-magic/anti-light zones
+ Pitch black dungeons requiring light source (nice fit for UE4 engine)
+ Don't lock voice packs to classes/races
- Use for unused AP (carry over half, and/or allow better defense)
- Per-character AP pool, rather than per party
- Auto-scale enemies with PC level
+ No 'main' PC. Game start should allow creation of multiple PCs
- Character level should be more significant than equipment, esp on monks

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Re: Alpha item voting thread [tally on Fri 20-Apr-2018]

Post by Lix » April 19th, 2018, 4:45 am

+ Large dynamic spell selection / versatility (not <=5 at once)
+ Elimination or style alteration of neon blue combat grid
+ More complete/robust keyboard controls (especially in combat)
+ Allow out of combat utility spells
+ Restoration of dex/luck/con stats, with some meaning
+ Enhanced difficulty (poster defeated two groups w/ lone PC)
+ Trapped chests, with mitigation means (spells/rogues/etc)
+ Optional scrolling combat log
+ No 'main' PC. Game start should allow creation of multiple PCs

- Auto-scale enemies with PC level

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Re: Alpha item voting thread [tally on Fri 20-Apr-2018]

Post by thebruce » April 19th, 2018, 7:05 am

ZZGO wrote:
April 19th, 2018, 4:30 am
(-) Large dynamic spell selection / versatility (not <=5 at once)
Just to be clear, you DO want <5= spells at any one time, and not the spell book mechanic from the classics?

Also, you may want to edit your list order to show the highest priority (+)'s and (-)'s at the top; supposed to vote top 10 + and top 5 -'s.
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Re: Alpha item voting thread [tally on Fri 20-Apr-2018]

Post by demeisen » April 19th, 2018, 9:54 am

Reminder: I will run the tally script approximately 24 hours from this post.

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Re: Alpha item voting thread [tally on Fri 20-Apr-2018]

Post by Zombra » April 19th, 2018, 12:33 pm

High priority
+ Don't lock voice packs to classes/races
+ PCs should always face player
+ More complete/robust keyboard controls (especially in combat)
- Large dynamic spell selection / versatility (not <=5 at once)
- Long term SP pool (spell AP cost subtracts from, no casting when zero)
- Use for unused AP (carry over half, and/or allow better defense)
- Per-character AP pool, rather than per party
Commentary: the latter 4 combat changes would all undermine the basic structure of the combat. I like the basic structure of the combat. Party "Opportunity" points instead of per-character AP is a cool concept for example.

Low priority
+ Semi-compelled random encounters. Chance modification from song/spell/etc
Commentary: not sure what "semi-compelled" means but random encounters yes please.
+ Elimination or style alteration of neon blue combat grid
+ Remove/alter juvenile animations (e.g. butt wagging)
+ Trapped chests, with mitigation means (spells/rogues/etc)
+ Enhanced difficulty (poster defeated two groups w/ lone PC)
- Game mode to disable post-combat auto-resurrection. Spell/temple instead
Commentary: not unless expensive "resurrection scrolls" are available. Good for defeat to have a cost, not good for that cost to be hours of backtracking. If implemented, should not be a menu option but standard for all game modes. One strong balanced game design please.
- Most melee weapons should have 1 rank of range (maybe 2 for some, pikes etc)
Commentary: crippling melee characters so they have to blow tons of Opportunity jumping around is a bad idea.
+ Pitch black dungeons requiring light source (nice fit for UE4 engine)
- Auto-scale enemies with PC level
Commentary: just no.
+ Option: PCs should not turn back to enemies (use other selection effect)
Commentary: somewhat redundant with "PCs should always face player", but OK.

No opinion
o Allow out of combat utility spells
o No 'main' PC. Game start should allow creation of multiple PCs
Commentary: I agree with no 'main' PC, but single PC start with more created PCs later is fine.
o Spells which may damage enemies from subsequent combat waves
o Ensure node spacing large enough for practical/meaningful hand-mapping
o Restoration of dex/luck/con stats, with some meaning
o Have minor RNG component to combat damage
o Chars which die in combat should receive no exp for that combat
Commentary: would agree but ONLY if random encounters or other 'grinding' mechanisms are available. If all encounters are static and don't respawn, then world xp is finite and a PC 'left behind' may not be able to level up enough to survive the endgame.
o Occasional anti-magic/anti-light zones
Commentary: crippling half my party sometimes doesn't sound fun or in keeping with the "card game" system sensibility, but I'd keep an open mind.
o Noise / smashing walls should alert nearby enemies
o Optional scrolling combat log
o Being on fire should have negative status effect beyond DOT
o Character level should be more significant than equipment, esp on monks
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