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Chameleon
01-16-2010, 04:35 AM
This idea may have been mentioned somewhere on the forums in TQ...anyway.

Since GD is inspired by the Victorian Era I thought it might be nice to have an Armoury(or Armory ;) ) where one can display and store ones rare/unique/set drops.

I'd like to see an area or room with rows of blank armour stands where one can place set pieces. There would be one armour stand for each "set", A room for shields, room for swords, etc. Having a button/hotkey to bring up everything in the Armoury and all ones armour stands to see which set pieces we have back at our Armoury would be a nice touch as well.

This would reduce having to make multiple multiple mules for storage and make it much easier to keep track of what we have found. In TQ I've lost track of what set pieces I have and what mule it is on. :o

Dragonero
01-16-2010, 08:56 AM
It seems a good idea. Perhaps we could even think of a sort of refuge for the protagonist. A place where he could go through a teleporter when exhausted by the fighting. A refuge where the protagonist can move physically, consisting of several rooms decorated and an armory where he lay down their weapons found in his travels and the objects you want to keep (Imaging an old Victorian house with large fireplaces).
Of course they are fantasies of a player. :D

medierra
01-16-2010, 11:23 AM
I definitely like this idea, we were planning to have something like this in Black Legion. It might be out of scope for the initial release but something we could add in later with an expansion.

Renevent
01-16-2010, 02:31 PM
I mentioned something like this one the TQ forums, but these games gotta stop having us play vagabond millionaire immortal masters of carnage. I mean, we are ultimately powerful and end up super rich, but we don't even have a place to rest our feet...not even a tent (imagine something like a commanders tent) to store stuff and such.

Please please please...give the hero a home...we've been homeless for far too long :p

Make it so we have to earn it too or something...like 1/4 way into the game we kick out some monsters of a small fortress and take it for ourselves :D

Dragonero
01-16-2010, 02:55 PM
I can not wait to know what weapons the protagonists of Grim Dawn will use it. Since the game set in an imaginary Victorian age, I suppose that the characters will use cutting weapons, like swords and daggers, but also firearms steam punk, such as pistols and rifles, perhaps working with strange energies. What I hope is that weapons, such as locations, will be very "dark" and "Ghotic", but not too unrealistic.
Reading the features of Grim Dawn, I think of the comics of Alan Moore "The League of extraordinary Gentlemen" and also Hug Jackman in the movie" Van Helsing ". But also the recent film "Sherlock Holmes" contains many creative ideas. :cool:

Dragonero
01-16-2010, 03:00 PM
Make it so we have to earn it too or something...like 1/4 way into the game we kick out some monsters of a small fortress and take it for ourselves :D

YES! Wonderful idea! And maybe we can invest money to fix our house and make it more welcoming and safe!

Renevent
01-16-2010, 03:13 PM
I think an even better approach (and probably easier too)...is instead of a fortress have the hero come across a caravan under attack or something. After killing the attackers and saving the caravan, you find out that the lord/commander in charge was killed but the caravan master is still alive. Grateful for his/her life (and free of their former employer), he/she agrees to work for you now.

What good about this idea is the implementation is easy(ier) and the mechanics are better for the player. Every major town/settlement has a spot where your caravan sets up (so it seems like it follows you around). The caravan has a main tent (think the kings tent in Gladiator), storage area, armory, ect.

Things can be upgraded like increasing stash space, more armor holders, additional merchants, crafting stations, ect.

Dragonero
01-16-2010, 03:51 PM
You're right Renevent. I like this idea more and more. I hope we can see it in the game, or even in a future expansion. It seems to me an idea that gives depth to the game and makes it much more personal.
:)

yerkyerk
01-16-2010, 05:44 PM
Hm, I actually like the fortress idea. This has already been discussed over at tq.net, but a fortress can offer much more than just a simple storage/merchant.
You can really build and own a place in the game.

Also, in a fortress, you can do lots of stuff and offer customization options to the players, e.g.
- Trophies, statues, etc..
- Dungeon arena (infinite monster rounds where you try to get as far as possible)
- Library (to expand on the encyclopedia article)
- Several infinite questgivers (e.g. a trophy hunters, relic hunters, librarian quests, or perhaps an entire quest board which are periodically refilled with random quests from all over the map..)
- Defend the fortress - that could be quite fun actually.

Could be quite an interesting DLC

EDIT;
And ofcourse a treasury - which increases if you collect more gold. Well, salt or iron. Perhaps a big pile of salt than... treasure chests filled with salt, iron bars lying in the treasure room :)

Renevent
01-16-2010, 06:19 PM
Don't ge me wrong, I like the fortress idea 10X more myself...I was just thinking from a feasibility stand point :)

jiaco
01-16-2010, 07:24 PM
Seems to me that the most important thing is the integration of GDVault into the game. If Crate would release a Vault program that functions just like the version currently maintained by EJFudd for TQIT but that did not require quitting the game in order to alter a toon's inventory, that would satisfy me. Taking things a step further would be even better, access to the Vault within the game would make inventory management really sweet from a gaming perspective. But I hesitate on that as having the Vault as a separate program also has its benefits.

While writing this, I have had another idea, imagine if in game you could right click an item and then select send to Vault. After that gaming session, you start up GDVault and then all of those recently deposited items are in a bag waiting to be sorted away. You could even have it cost gold if you want. If you guys really wanted to go the M$ route, you could even require a access to our actual bank accounts to play the game and then take 1$ for every item we transfer to the Vault. That should motivate you to implement the feature and us to just leave the crap lying on the ground.

Anyway, as usual focus on what is important for gameplay, but realize that if the arz arc and chr files are going to be in the same basic format, there will be a defiler and a vault within days of the game's release. So what kind of reason is there to not build into the game a "reload player data" button to let the game re-sync with modifications exerted out of game. While I am here, what about this question: Did the Save Game button in TQ actually do anything at all?

Chameleon
01-17-2010, 03:34 AM
EDIT;
And ofcourse a treasury - which increases if you collect more gold. Well, salt or iron. Perhaps a big pile of salt than... treasure chests filled with salt, iron bars lying in the treasure room :)

Hmmm salt+iron bars...I dont think things will end well. ;)

Ironwind
01-20-2010, 04:07 AM
Hm, I actually like the fortress idea. This has already been discussed over at tq.net, but a fortress can offer much more than just a simple storage/merchant.
You can really build and own a place in the game.

Also, in a fortress, you can do lots of stuff and offer customization options to the players, e.g.
- Trophies, statues, etc..
- Dungeon arena (infinite monster rounds where you try to get as far as possible)
- Library (to expand on the encyclopedia article)
- Several infinite questgivers (e.g. a trophy hunters, relic hunters, librarian quests, or perhaps an entire quest board which are periodically refilled with random quests from all over the map..)
- Defend the fortress - that could be quite fun actually.

Could be quite an interesting DLC

EDIT;
And ofcourse a treasury - which increases if you collect more gold. Well, salt or iron. Perhaps a big pile of salt than... treasure chests filled with salt, iron bars lying in the treasure room :)


I like the trophy idea..maybe the head or some trophy from each type of creature you kill hung on your wall? Perhaps a special place for Boss's trophies? It will give loot collectors one more thing to smile about. Especially those rare encounters...another reason to farm a certain area hint hint wink wink.