I agree that we should have
[Housing prices:
1,000 : Shack
5,000 : Small cabin
10,000 : Medium cabin/Small town house
25,000 : Average town house
60,000 : Large town house
100,000 : Shop/Luxury town house
300,000 : Large shop/Luxury town house
750,000 : Normal Mansion
1,000,000 : Luxury mansion fit for a king]
that HaakonXCI has been saying it should be great
multiplayer arena combat idea are great too but I think we should be able to doing some quest or dungeon in multiplayer mode that should be more fun through
the idea that djaa-jee say is good I'm so bored with the quest that we can do once a month or once in two week for just 200-300g
[I think that after you complete a faction questline you should be able to still do something for them.
-Upgrade Buildings
-Random quests
etc
Also we need vampire and werewolf questlines.]
They don't have to be fighting each other but anything is fine too me
Not necessarily but your opponent is less likely to block a attack to his back.
One small thing, maybe there should be less thinking in "attack bonus" and more in "what of the attack didn't get blocked". After all if you attack someone who is naked and passed out you won't need 5 slashes with a sword to kill him. He's fully unprotected and unable to defend meaning he gets the full strength of an attack. Every movement and every bit of protection (clothing and armor) means less damage gets through.
So when sneak attacking someone you DON'T get a damage multiplier and you don't pass the armor (except when hitting a unarmored spot, this can actually be something you can train though), your opponent simply can't DEFEND in any way, that increases the damage you do.
Actually the part with the "ogre getting a lucky shot and breaking your leg" would be a heavy part as it makes actually strong enemies dangerous so instead of "clear out that cave of ogres for 50 gold" it would actually be a dangerous mission to do that. Plus they should add a better healing system so you can splint your leg.
Another thought i had was that a bone can't be instantly broken but have a "slight fracture" first which means it's still useable but putting stress on it causes pain and another strong hit can break it. That way falling off a high spot doesn't instantly mean broken legs and you can still walk.
The time to heal, after splinting a broken limb it's useable again but can't use full strength on it and moving causes pain, that maens you can stil lwalk but not necessarily sprint on a splinted leg and you can still fight but can't expect to lift a boulder or fight like a pro. With good healing skills or visiting a healer you can speer it up significantly. After one in game week your limbs could be fully useable again but still gotta think about the time it would take.
As for the blackjacking this would go into organ damage, blunt hit to the head cause the brain to "short out" KOing someone.
And yea, someone who's blindend can't see you well giving you easier hits.
This thing is great Daniel but since healer use magic I don't think we should we very long for recover maybe 1 or 2 days? or pay extra fee for fully recovery in no time? not sure about last one through
On the "your characters past" thing i actually had the thought that YOU can write it as part of your character creation. This can simply done by "fill in the blanks" and dropdown choices, it's not like it's a novel, just some things that happened. For extre RP value you could ACTUALLY write in it though.
In fact your past would then depend how your skills and attributes already developed. So instead of making your class to determin your skills and attributes you write your past which then determines which fileds are already more developed, THAT then can possibly lead into a "class".
So for example, you said that you spent a lot of time in black marsh, that would mean that you most likely already built up some immunity to certain poisons and diseases. Writing you contracted a more exotic disease in the past can also give you a higher immunity against it. Saying you trained sword figthing gives you more sword fighting skills and so on.
However they would depend on at which point and how often/regula you did this (things you learned further back as a child and never repeated only have a weak influence). So saying you did some alchemy as a child only means you will have a minor knowledge in alchemy since you already forgot some of it again, but saying you did this regularly or later in your life gives you a stronger knowledge.
Of course it would be limited how much you can have in your past but i don't think it should depend on your age... you probably only have limited pages to write on (JJ).
The history also has the effect that not one but several skills can be affected with one choice, not all, some are speciffinc, but many. For example, writing you where quite a roughian in your past not only gives you some boxing experience but it's also likely you already had some broken bones making them tougher in the future.
However you wouldn't HAVE to write your histoy, this would be similar to the "10 questions" system but more detailed and giving you a much further range of choices. You could still create your character the old way which can be a lot faster, but this one is a bit more RP-friendly. And it's a way out of having no past at all without making your character already preset. It still leaves the big majority of your characters past a mystery.
PS: Oh yea, similarly how you don't need to write your past but can simply chose your skills you should also be able to NOT fill in a "class" for your character and simply leave that field open or change it later on.
I like that one too