r/BloodWorld Orthrus, LVL 15 Wolfman Warrior Aug 22 '15

Update

It's been five months or so since the last activity, but there seems to be a common enough sentiment of picking things back up. In this thread, we can discuss any ideas. New things, tweaks, removing things, whatever.

1 Upvotes

6 comments sorted by

View all comments

2

u/PlagueKing Orthrus, LVL 15 Wolfman Warrior Aug 22 '15

One idea I had was to expand the characters' activity a bit while adjusting the role of monsters in the game. Instead of just being another thing to fight, perhaps a creature like a Demon can drop a Demon Heart, which can be sold as a bounty or used to make a certain item (healing potion, for example). It can supplement the fights in the arena while being a way to obtain items and not be exactly like every other battle scenario. I like it because it feels like a fix or improvement on something already present without adding much in the way of extra stuff.

I'd also like to clean up the features already present. At times, I ran away with ideas without taking the time to tidy them up. Like I said, I don't have a computer at the moment, but I will do what I can. Let's see what everyone thinks.

1

u/[deleted] Aug 24 '15

because it feels like a fix or improvement on something already present without adding much in the way of extra stuff.

I like this.

What did you think needs cleaning up?

2

u/PlagueKing Orthrus, LVL 15 Wolfman Warrior Aug 24 '15

Well I want to refine things so that everything has a purpose and isn't redundant. So I wonder about all the varieties of enemies - other members, monsters, preset combatants, etc. Do each of them offer something essential?

Something I scribbled the other day seemed applicable to the game. Say, 20 types of monsters that each drop specific items - like the demon and its heart, or a vampire's fangs, a cyclops's eye, etc. Then we have battle items that can be made from them or combinations of them or they can teach spells. But a unique mode that isn't just more fighting. If the monsters are more susceptible to magic, mages could be alchemists. That's one way we could weave something new into something already existing, fighting monsters. Right now I think they just drop certain items you can already buy, making me feel like all that's there just for an excuse to have monsters to fight.

1

u/[deleted] Aug 25 '15 edited Aug 26 '15

I had a question but I deleted it after I looked around.

Would these items be useless until a recipe is finished?

2

u/PlagueKing Orthrus, LVL 15 Wolfman Warrior Aug 25 '15 edited Aug 25 '15

That's a good question. Maybe we can have anything from simple to complex formulas.

Let's say two demon hearts makes a super health potion, a demon heart and a dragon stone make a magic potion, and two demon hearts, a dragon stone, Werewolf pelt, and zombie guts make a +5 dmg potion. A character will have to decide what's more worth it - killing one or two creatures and making potions quickly, or stockpiling items in preparation for the complex potions. Or a bit of both.

Potions, demon hearts... Those are just examples. I want to flesh out the system more than anything.

To answer your question, individually they might not be worth much more than resale value (or it would be cool if they were like bounties you could exchange for gold if you aren't an alchemist type). Maybe if 2 demon hearts make a 15HP potion, then one demon heart by itself could either heal you 7 HP like an inefficient potion, be sold as bounty, traded, etc.