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#11
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IF the house is one big bank, i like the idea. plus it makes more sense than having an NPC slave storing your goods. but what about theft?
keep in mind that all weapons scale with the monster equipping the item. so a cyclops with a huge club will eventually drop and scale when you equip it. |
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#12
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Quote:
![]() I wouldn't mind this to be honest, medierra said weapons in aRPG's should always look badass, two gigantic handblades would do this, rather well
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Digital Collector's Edition + Expansion ![]() I wanted that massively stylish George Washington in-game powdered wig ![]() |
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#13
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One house in one location only, maybe your initial faction capital (not your initial starting location). Past the first levels, it is your starting location whenever your play a new session. I like this idea. As you gain access to new portals, it is a matter of seconds to teleport to last uncleared area and resume the game.
As for a bank, vault, or museum, some ideas came out in that thread. Last edited by eisprinzessin; 07-12-2012 at 09:42 AM. Reason: fixed link |
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#14
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I always liked the housing features in games. For grim dawn i think a system similar to how breath of fire 2 or suikoden did it would make the most sense. What if the story splits an you make your own faction and recruit npc's to it who will do different things depending on who you pick?
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Oppa is Gangnam style! http://www.youtube.com/watch?v=9bZkp7q19f0 |
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#15
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I think partially into the game you should be able to build, buy, or rent a house or possibly pitch a tent or hut where you can heal, store items, write "letters" to other players, etc. And, i'm not well read in this game yet, there will always be a portal or portal-like thing there so you can teleport somewhere else from there or teleport to there whenever.
Last edited by eisprinzessin; 07-28-2012 at 05:31 PM. Reason: moved post into existing thread |
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| Tags |
| character, factions, house, inventory, shop, trade |
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