Nerdfish said:
I don't have problems with criticisms of any specific idea, however, I don't respect those who dismisses my ideas consistently with "i don't like it" or something equally lacking in thought when the idea requires hours of deliberation.
To be fair, since you tend to come up with far-ranging ideas that, seen by an outsider that isn't deep into Majesty-lore and just want the sequel to be a good game, have little going for them inherently than that you like them and that you think they'd be fun/appropriate, having people state, without personal attacks, that they do not like your ideas is a somewhat valuable contribution - not a valuable contribution towards developing your ideas in a way you like, admittedly, but a valuable contribution towards answering the question, is this something that other majesty gamers would find a good idea?
I mean, I could spend hours of deliberation on coming up with an idea about how ranged characters should work in a completely new and interesting way or spend days designing hundreds of magical spells that would be fun in a RPG but completely and supremely useless for a game with indirect control of spellcasters at best, but the time I put into it does not guarantee the quality nor value of the product (except in Marx' theory of labour, which I reject) nor would it necessarily make for good gameplay (it likely wouldn't, KISS does tend to work better than overcomplication in any game with a real time component), and you'd be well within your rights to say "that's interesting, Peter, but I don't really like it for these reasons, which admittedly are reasons that
you, Peter, find irrelevant - but they aren't irrelevant to me".
In that hypothetical situation I'd be happier if you expanded on my ideas, of course - constructive criticism is so much nicer to receive, since it tends to validate one's own opinion that one was right all along and had a great idea, but it should not be assumed, since, to others, it might quite simply be a bad idea for the game - and they might well be right.
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Afryd, I love your general setup in post #1 - its level of detail seems appropriate in giving just that extra bit of basic information that can still be taken in at a glance for those interested in that while being ignored by those players who aren't interested in individual differences ("he's a level X warrior with full equipment, that's all I need to know"). (That said, Appearance, Extent, and Stature could be cut completely without any loss if Majesty 2 has the same overall level of abstraction as Majesty 1 did, since the player would in that case be very unlikely to notice the stats affect anything, but that's not guaranteed to be the case.)
The one thing that seems a bit out of place is the aging mechanic - but perhaps I'm thinking too much in Majesty 1 terms of timescales there. From a gameplay POV, I generally dislike aging mechanics, though possibly that's just because I've never seen it done right (i.e. not just of interest to those who want to focus on the life and death of specific characters or added as an arbitrary mechanism to prevent a long-term build up of forces by retiring/weakening units) - best attempt I've seen is in the Dominions series, and even there it generally just causes extra micromanagement, but at least that series is turn based so you have the time needed.
The next many posts with brainstorming, long lists of spells, abilities, subtypes of individual classes, and inventing background story for the fun of it (including Nerdfish's lists of spells) are great fun to read but do seem rather out of place for Majesty 2 and more of interest for fanfiction or a Majesty MMORPG (where that sort of depth is entirely appropriate, since each player controls one character at a time rather than potentially dozens). Then again, Majesty 2 is only the first new entry in the Majesty franchise and hopefully not the last - who knows what the future will bring?
