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Re: Jay H's general thread

Posted: Tue Feb 05, 2019 5:43 am
by Narf the Mouse
jayhova wrote: Tue Feb 05, 2019 5:36 am
Narf the Mouse wrote: Tue Feb 05, 2019 5:19 am *Psst* You left your guild visible. :lol:
Sorry that should read The Lollipop Guild
...My wallet!

Re: Jay H's general thread

Posted: Mon Sep 23, 2019 12:55 am
by jayhova
One thing I didn't include was desirability. Items such as gardens, statues, the palace, luxury item stores, high level houses raise the desirability of a location much in the way these things worked in the Caesar series of building games. Higher level merchants will be more attracted to these areas and will be more able to ignore the larger exclusion zones generated by these areas. In short higher quality merchants can move into better areas of town without the locals complaining,

Re: Jay H's general thread

Posted: Sat Jul 31, 2021 12:20 am
by pango
Just found this thread, looking whether cursed items had already been suggested.
Mind blown!
At least, 6 years later, some of it got implemented

Re: Jay H's general thread

Posted: Sat Jul 31, 2021 2:23 am
by Jay_H
I'm frankly embarrassed at most of the things I wrote in here. I'd have locked this topic myself if I didn't consider it mod abuse :lol: But perhaps it'll foment some ideas out there and it'll help someone! Maybe!

Re: Jay H's general thread

Posted: Sat Jul 31, 2021 7:49 am
by King of Worms
The new mob variants are cool tho 😊

Re: Jay H's general thread

Posted: Sat Jul 31, 2021 8:15 am
by Jay_H
Yeah, that's one of the few takeaways I'd enjoy from this topic. If support for modding in new enemies comes smoothly, maybe we'll see some poison atronachs or black widows out there...

Re: Jay H's general thread

Posted: Wed Aug 04, 2021 12:37 am
by risk
this is a fantastic list of ideas Jay!
i notice that quite a few have been implemented since you started this thread.

i was wondering whether a more simple food mod could be done to have further benefits from food and drink, but without all the other details in climate and calories mod. then you could implement the food vendor idea - would make cities very alive!

having an npc food vendor beside the airships guy would be neat. especially if the vendor sold kebabs. i don't know if this would be lore-consistent - but from where i live, kebabs are the only thing available late night onwards. so it might make sense if the food vendor after hours (even when the gates are closed), sold kebabs.. lol

Re: Jay H's general thread

Posted: Wed Aug 04, 2021 12:58 am
by risk
also did anyone ever pursue the 'chaotic content' idea?
sounds like something fun to do even after main quest has been completed.

Re: Jay H's general thread

Posted: Wed Aug 04, 2021 1:06 am
by Jay_H
I could easily do it, but no one would like it. Having daedra randomly spawn around you, or getting the Plague for no reason, is something that does not appeal to anyone I know :lol:

Re: Jay H's general thread

Posted: Wed Aug 04, 2021 2:11 am
by risk
haha!
maybe semi-chaotic content.. like pub brawls, undead attacking cities, notices to evacuate to another area..
i guess the question is should there be more challenging content at level 20 - or is it time to restart with a new character?