Random Ideas

Ideas, Questions, Comments
(Seth Stewart)
 * Items created by players could be made available on an online marketplace, where you can buy and sell from other players and acquire items for your game.
 * You can also export 3D-printable models of your creations and through an online service have them printed and shipped to you for a small fee
 * If we can team up with an actual smithy or craft studio, you could remotely machine or commission an artist to create your game world item and deliver the actual thing (sword, buckler, helmet, pendant, etc.) to your door!

(Mark Siebert)
 * LAN play - one if my favorite things is during around playing LAN games with my siblings. It's good bonding time.
 * Traveling merchants in Towns are other players. A player could opt to sell some of his items, and his avatar would show up in someone else's town to sell the items.
 * Global market place
 * wonder trade of items - newest Pokemon games have 'wonder trade' which basically randomly pairs the items two players have offered for trade and trades them. Super fun.
 * Procedural generation is a big deal these days. Could we pull that off when we create the world? I mean, obviously, there will be certain locations that have to exist (the city, the lair of the dragon, etc.), but they could be variable in size and design as well.
 * Randomly generated quests (like Skyrim) (I guess I'm just into the idea that no two playthroughs are the same)

(David Boudreau)
 * Make it like Zelda, without level and combat classes; in my opinion, different types of armor can be different, but two different types of plate armor should be very similar if not exactly the same (the only difference should be your character’s appearance)
 * I think anyone ought to be able to learn any ability; it might be fun to make it a mystery as to how you would obtain some abilities, or even what abilities can be obtained
 * Make it skill-based combat, where the point isn’t to live longer than the creature you are fighting (hp-based), but to understand exactly how it fights and to counter its every move
 * On this note, there can be both offensive and defensive abilities for all types of combat
 * There should never be any passive abilities; all abilities ought to be active
 * I think that combat specialization is important, but common rpg’s have taken the wrong direction with it. In coop, you ought to be surprised by the amount of different things other people can do.
 * Combat ought to have an effect on the environment, and the environment ought to have an effect on the combat.
 * For example, if you’re fighting in a mansion, and the enemy is standing under a chandelier, well I think you can figure out the rest.
 * If there is a fire sorcerer in a forest (whether enemy or foe), the forest should start to catch on fire wherever his fire spells land.