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Aug 22, 2006
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Since they're going for a bit more rpg-feeling and since the game involves exploring the map - What aspects could make the exploration more interesting and rewarding?

In Majesty you had to find whatever the mission told you to find, in your own pace, but there wasn't much more to it.

What if heroes that found a cave, dungeon, a castle or similar vanished from the kingdom-map and a small extra miniwindow popped up where you could follow that hero's progress in the dungeon? In these dungeons there could be more unique monsters and special treasures. This all while you are managing your kingdom.

The point of this is that when you find these extra areas, you know there's something special in them. The monsters might be different from what you've seen before and you know the treasure's better. When the heroes enter these areas, you can't help them as good as before, if at all, making their endeavor more nervewrecking. Plus the whole sense of discovery, which is a good feeling, is prolonged, from that your heroes found the extra area, until it's cleared and the treasure's found.

Another thing that I've realized is that although quality beats quantity, if there's too few things, quality disregarded, to discover - monsters, spells, items, lore, etc - you will feel that the world is limited and that breaks the immersion of the game.

Yet another thing that dampers the excitement of discovery is when you find "magic sword +1" giving your hero 1 point extra damage. Blizzard's, among other companies, is smart enough to name their items "brutal longsword of carnage" which isn't that different because the data is there to be viewed, but it still serves its purpose. I wouldn't mind if some to most of the statistical info of item was hidden from the user. It is the heroes that choose what weapons to use. It's them who need the data to make an accurate decision. The user should only know the name of the sword, which should fit the fantasyworld in which all takes place.

Any other ideas?
 

Hassat Hunter

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Hasn't the sub-map cave/lair idea already been mentioned before by you?

Personally I still would like it if some quest got recruitment limitations and you have to find some heroes "in the wild" to fill them (either by offer gold, or solve a small questee). It's far more interesting than finding a whole new building IMO.
Also "mini-quests" are still a personal favorite of mine, aswell as different 'types' of 'treasure chest' (maiden in distress, mimic, buried treasure, ratman loot).

But, on your idea, I don't agree that EVERY lair and dungeon has to have something unique inside of them. Some just feature beasts, bad luck for those heroes. With cross-over we don't want to pile up our heroes in über-equipment anyways (well, we want to, but the devs should prevent it from being easy :))
 
Aug 22, 2006
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I have mentioned it before, although the point of this thread wasn't to plug this idea again, I thought that it and the other ideas mentioned were a good ways to increase the sense of discovery. I know I like when I found a dungeon or a castle in Diablo. I knew there probably were some exciting bosses and good treasure in these places and it took a while to clear them... Or in Disciples 2, when you found a ruin and didn't know what to expect inside, the treasure was usually bad in this game, but the art was so good, discovering what was inside the ruins was enough to make it exciting.

Of course it needs to be balanced and making dungeons different in their rewards would only make it more fun. Finding a dragon in a dungeon that's nearly impossible to kill which would force to put up some warning-sign to prevent more heroes from getting killed would be nice surprise.

A wide arrange of miniquests also sounds nice. I'd like it even more if the devs could implement a large number of these quests and then let one or two of them be randomly assigned at the start of each mission. It would make the missions a bit more diverse, but I'm not sure how easy it would be to do it...
 
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Hassat Hunter

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Dunno either... but it sounds like fun :D.

The most "annoying" problem of having those mini-dungeons would be keeping the overview. If it stops all action in the main and goes dungeon crawling it might become distracting. If it is a mini-view it might clutter the game if too many heroes venture into dens. If the den becomes opaque and you can see in, they have to become gigantic in size to form a proper dungeon. Or you have to use layers, but casting a third layer of a dungeon amongst the actual map might cause whole other issues. :(
 
Aug 22, 2006
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I have to agree about the separate dungeons, there aren't any optimal solutions. If there's only one or two in each map and only one hero/party could enter at a time, the screen wouldn't be cluttered, but otoh the view would be quite small and somewhat defeat the purpose of following the heroes in a different setting and seeing them fight some exotic boss.

In SP I think it would work with a timestop in the kingdom view and a full view where you follow the hero/party. Most rpg:s and many turnbased strategy games load a new area when entering something or starting a fight. It is an immersionbreaker and could be a distraction, but when it works and the game is good, I usually don't mind. There's - as my point is - some reward in discovering things and places and for me this often outweighs the drawbacks.
 

Draxynnic

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That said, if the ability to directly intervene is as limited as you seem to want it to be... I'd rather not end up purely in spectator mode just because my heroes went into a dungeon.

Heck, I'd rather not go into spectator mode at all. The game is supposed to be about influence and indirect control, but it is still a game rather than a movie.

Reason for Editing:Isn't it funny how forgetting two little letters can completely change the meaning of what you were trying to say? :eek:o
 
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Aug 22, 2006
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draxynnic said:
That said, if the ability to directly intervene is as limited as you seem to want it to be... I'd rather not end up purely in spectator mode just because my heroes went into a dungeon.

Heck, I'd rather not go into spectator mode at all. The game is supposed to be about influence and direct control, but it is still a game rather than a movie.
No, ending up as a pure spectator would probably not be the best idea... I wouldn't mind some control over the heroes, but handing out rewards to choose the direction of which way they take doesn't seem smart either, neither does healing the heroes or zapping approaching monsters...

Maybe there could be some mind-influencing spells through which you could, after you've researched them and for a cost, have a chance to influence the hero's/leader's mind and decisions. For this to be effective you would have to scout some chosen areas with some clairvoyant-spells, by which a small part of the dungeon's revealed. Or you could watch the heroes and hope for the best, perhaps with some panic-spell to get them to flee if they're in too much trouble.

Any other ideas on the topic as a whole or how to influence the heroes in dungeons?