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Couple of ideas.

Discussion in 'Suggestions' started by Chopkinsca, Feb 11, 2012.

  1. Chopkinsca

    Chopkinsca Member

    Not sure if these have been brought up, but I thought of a few small things.

    -Stack wand charges. I don't see why if you have two wands of the same type you can't stack them on top of each other.

    -Placing things diagonally. Right now you can only place objects to the left, right, above and bellow. You can pickup/use chests etc diagonally, so you should be able to place objects diagonally.

    -Just an idea. When you cube a wand, it could give one lutefisk per charge on the wand. No big deal though.
     
  2. Kazeto

    Kazeto Member

    I actually like the third one. First one not so much, as you can simply use one of the wands first, instead of keeping both of them (and unless you have a crafting skill, in which case you can wait until you don't have any wands/bolts/whatever and make more of them then, you pretty much have enough inventory space), and the second one I'm neutral towards.
     
  3. Chopkinsca

    Chopkinsca Member

    I thought about the first one, and since burnt out wands are used in crafting, it would make think more difficult in that regard. About placing things diagonally, You'd be able to place traps two moves away.
     
  4. All those ideas would be convienant, but... not realistic (if you can use the term). A crafting skill to combine charges would work though. Wandcrafting...
    But if you stack, say burnt out wands.. then why not stack swords, all items of exact values.... doesn't jive with me.

    .02
     
  5. Lorrelian

    Lorrelian Member

    Actually, when you craft two of the exact same piece of equipment, they do stack, so this is possible, I suppose...
     
  6. Chopkinsca

    Chopkinsca Member

    I have a few more suggestions. Don't take them as anything beyond little suggestions. It's my nature as a game designer to always be thinking of things to add/change.

    -Being able to eat/use an item off the floor. Maybe holding alt+clicking an item will use the item without having to put it in your inventory first.
    -Item value on the tooltip. Not sure if the devs want you to find out the value of items on your own or not. It would help in deciding what to keep or what to turn into lutefisk. Would mostly benefit newer players.
    -Right now, uberchests show up on the mini-map even if they have been opened. Removing them from the mini-map when opened would be helpful.


    And a bug that I don't know if it is known.
    -disable click-to-move setting doesn't save (defaults to off).
     
  7. Essence

    Essence Will Mod for Digglebucks

    Item value on the tooltip would be awkward, because the buy/sale value of the item is modified from a static base by a factor in the difficulty rating. So would you have it show the buy value (which changes from difficulty to difficulty), the sale value (same) or the base value (static)?
     
  8. Chopkinsca

    Chopkinsca Member

    Personally it wouldn't matter. As long as there was a number to tell me what something is worth relative to other items. Not really a big deal as you learn how much things are worth. Also money doesn't seem to matter much as usually you are swimming in it if you sell all your artifacts.
     
  9. Yoshi8765

    Yoshi8765 Member

    I second this.

    -I would that that the sale value would make sense. You wouldn't need to know what the buy value is for items since it's not multiplayer and you only buy items at the shop. If you're at the shop, knowing the buy value of an item is useless.
    I would just like to know how much I can sell things for so I don't pick up any junk less than 100 zorkmids