New ideas

Voilà une traduction en anglais qui vaut ce qu'elle vaut, il y a aura peut être plus de visibilité ici en anglais. I'm French so excuse my english it's Google traduction.

Hello I came up with ideas for the game I hope they will be read by the devs.
It would be cool dungeons where you have to find the original scrolls of the fighting style techniques there would be treasure hunt, huge challenges ,traps, possess them would give a bonus to the school like kind of buffs or secret techniques that do not would not be learned through normal.

A place for instanced school where we would meet for training etc.
A way to communicate via a chat because now it's difficult.

Explain the importance (why) and development of Martial Arts in the world of adal in the lore.

Developing the philosophies of the different schools with a course of action for each ,stick to it would give a buff, stuff and going against it would expose to penalties or even get chased, a contract on the head.

A bounty hunter system for wild PvP.

New weapons long and short stick, double saber like wing chun.

A kind of feng shui with the Essence where for example a place where there would be a high concentration of essence would be conducive to meditate and win temporary buffs. There would be a whole network of energy under the ground and it would be necessary to know where to go a kind of compass that would be lootable in a dungeon for example.

Here I think that other things will come to me if it interests someone. In any case this game to a f***** potential it is in its infancy, the basics mechanics has been asked now takes depth, I ask one thing is to immerse myself. We must really strive towards traditional Martial Arts optics, rivalry between school, well-kept secrets, secret technique, powerful artifact, moral values.

Comments

  • Hey herkein,

    Thanks for your excitement about the potential of the game and lots of ideas. Look at the info about the upcoming update in September maybe you will find that some of them would be partially realized.

    As for chat, no voice/text chat option is being planned. Emotes are currently the only way to communicate in-game. Players are encouraged to add each other on Steam or to use the official Discord channels to communicate directly.

    As for other ideas, we are thankful to you for sharing them with us! We can't promise they will be implemented in the game, but it is essential for us to know your thoughts and opinion what could make the game even better. Thank you for your time and continue to share your ideas with the community and us!
  • One part of this suggestion that I REALLY like is getting a bonus for aligning your moves with your style. It makes sense that a Forsaken could use Forsaken moves better than a Khalt and vice versa.
  • herkein,

    Dungeon with moveset scroll reward sounds awesome! Would greatly increase challenge and fun while eliminating a lot unfun of move grinding.

    I just made a post regarding implementing school dojos instead of using the practice arena, it sounds like you and I are thinking alike!

    It seems to me the big thing about Absolver is really the players creating their own style. Giving any schools an advantage with some moves really seems antithetical to players developing their own path.

    I totally love the idea of adding in a few more weapons, but I’d also want PvP fights to have the option of disabling weapons in a match. Some people want to fight with just their barehand deck, and weapon damage hitting through blocks makes them at a big disadvantage if they don’t switch to weapons also.

    I like the basic premise of having some areas and even some arenas where Shard Tension builds very quickly, but I honestly prefer the idea of places that actually sap away Tension, forcing you to fight without any shard abilities.

    Cool ideas, bro!
  • small buffs for moves of your style and moveset scrolls sound cool :)
  • edited July 2018
    The buffs in regards to scrolls and school philosophies are offputting to me. That kind of thing sounds like it would become a source of frustration in PvP. Adding them onto schools also seems like it would limit instead of expand our possibilities. Acquiring a secret technique via some sort of challenge like finding a scroll or acquiring all other moves of a style does sound like it would lead to some fun hunting though.

    The "feng shui" idea brought ley lines to mind for me and does seem like something that might fit in thematically. However I am not sure just how I would like to see it implemented as once again I dislike the idea of onesided buffs, anything of that sort should be a shard ability so that there is a resource cost you are paying to gain that temporary edge. Areawide modifiers as according to blondie's comment are the better choice for implementation I think. Perhaps the ability to switch back and forth between "stable" and "chaotic" areas via altars? That may split the playerbase too much though.

    Overall the thing I definitely agree with you on (besides more lore) is that schools could be a lot more than they currently are. I doubt many people currently feel much of a connection with their school, if they even have one. Most people I see are unaffiliated or following that drunkard Dario. Small things like being able to easily recognize other members of your school (especially your mentor) while running around or having your school displayed alongside your name in PvP intros would help a tad with creating some sense of belonging. Then maybe stoke the fires of competition, add the ability to fight other students and disciples with a mirror match according to the school's teachings, could even add an associated ranking within the school. All of these are just the prelude so to speak, the preparations that build the investment of people in their school, so that they are actually up for the big one that you mentioned in the original post: school rivalry.

    (EDIT: I felt the need to quickly clarify that I do think that the school challenges of the downfall update are going to be a big step in the right direction. My suggestions in that respect are more little tippytaps to carry us a bit further along.)
  • Hello, I would like to add my own ideas and findings for creatures, players and weapons as well as monsters and future upgrades to items that should allow players to uncover new emotes, or new techniques for each weapon, and game area that they spend time in the most, or the equipment that they wear and see in the universe:

    I think its cool to see some enemies in the forests to use some small pets, like wolfs, trained birds, armadillo, such as flying marsupials that could fight and cause damage, heal or have its own abilities and styles like the beastmasters in other animes and movies, Aladin had a monkey and he would steal steal food or money, in Absolver the players or enemies pets in PVE could be notorious pests or demons that blind players with strong odors, or throw rocks, or have NON-ATHLETIC beings cause distractions or operate machinery,
    with this in mind the players could soak and learn new attacks, forge strong companionship

    Some other uses for animals could enhance menus and artifacts: pointers, loadings creens, because i was thinking that the main menu screen could be less simple,
    the players could find spirituality if they were able to grow these garden with each submersion and battle, to make exploring more fun and more rewarding, some items and equipment, pets, and plants could be used outside of the game,
    example, the players finds a should be able to show off to their girlfriends and kids some non-combat postravel memorabilia to place in their meditation and non-game log-in screens, colorful animals and rare flowers with butterflies acompanied by rare music, otherwise maybe the players could purchase themes and things like that until more loading screens and features are added in future patches,
    THEMES/DLC
    Based on the forest and game areas or combat styles; these could be purchased and unlocked through travel, earning exp and equipment would give players new features,some emphasize for meditation screens and DLC for the consort should encourage developers using fan-art, and other original material in game for loading screens should encourage training to see some themes based on schools, and absolvers need good reminders, !what about some sexy photos of girls posing playing with their new pets, wild animals fighting, drunken school women wrestling.... responsively of coarse, the developers should be able to get some large contributions,could make for interesting coin.

    Weather & randomizations: I find some areas to need much stronger use of environments, fog, dusts, winds, and use of terrains or water mechanics to matter more,
    A Lot of the game is just running and walking, so the focus should not be just the players and enemies, but the way of how each game area could impose or improve or gift players with lessons and unlockables, looking around for targets and enemies was very frustrating because there was no sidequest and often much of the fun was trying to find treasure chests and secrets,
  • edited July 2018
    Also the posibility of some Split-screen and co-op features, like a versus mode set up like classical fighting games, using story characters, players who've made progress or purchase DLC could have more in their roster so players dont have to worry about just playing online, or their bored wives or cats, just turn on an extra controller and play with a guest or family member.

    Also allow A.I. or drone/robot training, and bot to fill-in some of the gaps of multiplayer and versus modes, this would clear the wait times found in 3V3 BETA, capture the flag mode, etc, should be more successful.

    I think it's uncool that such a good game is not supported by other game companies development teams to make more DLC and add new features to such a great new game, but i have seen a great deal games from square-enix/squaresoft, beatemups and namco fighters, and adventure games., THE BOUNCER, EHRGEIZ story+adventure modes, TEKKEN adventure mode+military mode, Metal gearsolid, Mortal kombat adventure mode, Grand theft auto also has some simular freedom- so it could be interesting to get more help from other studio developers to in the future / join forces, SEGA and NINTENDO are GREAT because they keep KIDS in mind, maybe something Absolver could get in the future for character creation and the art direction/features. Maybe bring in some-more platformer features, i really liked tomba and brave fencer musashi growing up, crash bandicoot, but the game needs some less serious or colorful features to bring the family together, because it excels in realism and seriousness, the martial arts is incredible, i am not sure if there are attacks or features that pertain to female sex or animal styles and such as the animations being gender-locked, i thought of this when i was using drunken boxing, so it would be good to get some more diversity and randomized animations, or special effects, otherwise everyone ends up feeling the same. And the weapons scattered across the game areas are really dull looking, although real, but could have some unlockable attacks or tool to obtain in, magical or runic, maybe some attached poetry writing to collect that could be translated into secret abilities.
  • edited July 2018
    Looking at how maybe there could be dancers and katas being performed in the log-in screen based on the players school, achievements and unlockables there could be a larger group, or showcase of game areas visited.
  • edited July 2018
    1. glow and transitions from new area to revisited area could be improved; additional art and creatures and changes to NPC, less obstructive emote screen/layout/button press could be double tap or long press to call up wheel; tutorials need previews and audio enforcing, motion controller/VR support, sponges;

    2. character creation is lacking diversity (problems:color are serious, animations might be gender locked, selection is adult appearance could have smaller pupils who are brave, to better fit other players who are younger absolvers.
    http://en.people.cn/mediafile/201307/08/F201307081606221397773511.jpg
  • nature in each games area should play a larger role to make combat more interesting, there could be PVP maps dedicated to fighting under highpresure situations with bonus rewards and traps or creatures to advoid or bots or intruders that are challenging but also rewarding coins, items and foods or collectibles.
    where mud and rain or some area with a river could actually make fighting more interesting and beautiful or desired.
    old kungfu movies poetically showcased nature asthe blade, leafs and magic would fill in bland attacks and scenery into things to look out for, i seen too much movie.
    • breakables seem expensive and useless and should be improved or relocated; landslides, snow, falling trees, sudden earthquakes should interupt occasionally in some areas more than others, particularly caverns.
      somebody should think up of some creative ways to deal with out-of-bounds and falling so players dont get annoyed or quicklyrage quit the game, some new abilities or modifyer, new falling animations, small survival when falling in water or trick at docks so u dont just fall straight in, any unstability or balancing, shimming, is good if done well.
      i also like the idea of some monsters and enemies that drop from trees with kicks, ambushes from non-human and magic.


  • Younger Absolver fighers are more suitable enemies and good character creation options.
    NINTENDO and SEGA is the best because they have good use of color with the youth in mind, i think absolver is too serious and needs to have more family features.
  • Hi Santos, thanks for the constructive posting; it was interesting to read your take. I think a lot of your suggestions are focused around building a deeper PVE gaming world, something a lot of players have been asking for; but if I'm being completely honest, most of these suggestions would kind of ruin the game for me. Not to say that they're bad or that people wouldn't enjoy them, but for me, Absolver is about fighting, and ostensibly about realistic combat. I can't speak for them, but I believe the designers intended to emulate the decision making process/execution of REAL fights. If anything, the elements of the game that toy with needlessly flashy moves/mechanics/magic/etc. generally bring the game AWAY from its focus and ultimately result in balance issues and bickering. I'm sure plenty of people would disagree (hence the bickering) but for me personally; I would prefer the game be lean, focused and as realistic as possible.
  • i wish thers a better way to salsa.
  • @SantosPizarro
    UNCBLOCKS said:

    Hi Santos, thanks for the constructive posting; it was interesting to read your take. I think a lot of your suggestions are focused around building a deeper PVE gaming world, something a lot of players have been asking for; but if I'm being completely honest, most of these suggestions would kind of ruin the game for me. Not to say that they're bad or that people wouldn't enjoy them, but for me, Absolver is about fighting, and ostensibly about realistic combat. I can't speak for them, but I believe the designers intended to emulate the decision making process/execution of REAL fights. If anything, the elements of the game that toy with needlessly flashy moves/mechanics/magic/etc. generally bring the game AWAY from its focus and ultimately result in balance issues and bickering. I'm sure plenty of people would disagree (hence the bickering) but for me personally; I would prefer the game be lean, focused and as realistic as possible.

    no thoughts to that mindfull comment?
    Because i feel almost the same as UNCBLOCKS in that case.
    The only difference is that i think artistically beautiful combat styles are just as fitting to absolver as realistic ones.
    For the rest of the setting i agree.
  • Santos,
    I’m going to definitely agree with methamos and UNCBLOCKS, but a bit more vehemently. After going through quite a few of the other threads here, it is pretty obvious that you’re excited about the possibilities that Absolver poses, but I don’t feel unwarranted in saying you are taking things quite a bit too far.

    From everything I’ve seen thus far from Sloclap’s work on Absolver, PvE does not seem to be intended mainstay. PvP is. Simply put, the direction Absolver and its player base is headed isn’t with more diversified PvE in any sense beyond expanding the game’s lore. Which is needed, the lore is hardly in-your-face at the moment. But again, the direction the game is headed, and the direction that the player base is appreciating, is towards streamlined, balanced, and challenging PvP martial arts fighting. It’s a fight simulator, not an open-world RPG. Don’t get me wrong, I love a good RPG. But not every game has to be one, and some benefit from being more single-minded. Absolver is more single-minded. And that is okay.

    Beyond that — and I really hope you take that to heart — I’m going to suggest one bit of extraneous advice. Please don’t flood existing threads. Its in the rules. No spamming (Rule V). Be considerate of others’ threads; if you have a huge amount of info you want to suggest, make a separate thread.

    Peace

  • I agree, alot of good ideas i am thinking would fill in some of the gaps i've encountered in the experience of absolver, where it stands i find it great place to get beat up and feel urge to win, though i dont think the rewards in PVP and PVE are always adequate, coming with learning new moves and different attacks, i think its fair that new abilities and magics that are used in healing and casting shockwave or earthquake level up or have their own variations, i find them to be the same across all fighting styles, without fail. And they dont look or feel different, same descriptions, either way, the goal of my posts as well as the player OP was to give the developers new ideas, im not spaming, im here to help out the develipers, i only dint write back because i was ofended, so dint know what to reply properly, and i've read all the posts to find whats interesting, i like Absolver to have much more adequate and useful areas and settings, as well as new types of characters in the future. The bounty hunter system sounds simular to the marked ones, and i think players who fight multiple enemies at the same time should get some coins and other rewards;gottago.
  • methamos said:

    @SantosPizarro

    UNCBLOCKS said:

    Hi Santos, thanks for the constructive posting; it was interesting to read your take. I think a lot of your suggestions are focused around building a deeper PVE gaming world, something a lot of players have been asking for; but if I'm being completely honest, most of these suggestions would kind of ruin the game for me. Not to say that they're bad or that people wouldn't enjoy them, but for me, Absolver is about fighting, and ostensibly about realistic combat. I can't speak for them, but I believe the designers intended to emulate the decision making process/execution of REAL fights. If anything, the elements of the game that toy with needlessly flashy moves/mechanics/magic/etc. generally bring the game AWAY from its focus and ultimately result in balance issues and bickering. I'm sure plenty of people would disagree (hence the bickering) but for me personally; I would prefer the game be lean, focused and as realistic as possible.

    no thoughts to that mindfull comment?
    Because i feel almost the same as UNCBLOCKS in that case.
    The only difference is that i think artistically beautiful combat styles are just as fitting to absolver as realistic ones.
    For the rest of the setting i agree.
    i was offended because he/she said that realism and fighting, above all my ideas dont fit-in, i dont know what else would work other than enhancing the games areas as well as introducing stronger purpose and lore to each fabrike, so i felt washed up, i just feel that walking around and and running from each area to area is boring because theres a sense of repetiveness that adding new items or rewards can't change, even a change of weather might benefit the aspects of some areas like the docks, where a thick fog or rain could mask players and enemies sense to auto-target, or force a penalty (weight) like gravity in moisture intensifying the purpose of traveling and dueling in paradign locations exquisively combat in water should look beautiful even if theres nobody around. So per-se the solo experience should be enhanced by adding a few more non-combating things since the paralaxlacks deepth and charisma because alot of the game is set with a losing and defeated vibe, smaller absolver fighters would blend in well and offer different moods and colors to each target areas with new enemy types, real or not, machine or fake, its great to explore how far can we add new things and still keep the game's intended purpose. The obvious isnt in the game yet, and its missing features.
  • PVP reward ideas: flowers and tokens, extra gold coins, new tutorials/tips/tricks/secret techniques and unlockable attacks, reward weapons and other secret gear bundles per type of match.
  • Flower tokens and technique scrolls with new emotes & attacks
  • Absolver has a certain style that i and i suppose although unblocks love. Thats this silent, calm mood thats leeds the focus on really only one thing and thats the incredible fighting.

    There could be alot of extentions, and i dont say your ideas are bad, but imo they wont fit this game since robots and all this random items or tokens or whatever you wanne add would harm the mood. Although weather and other surroundings altering the game balance could take the focus off a fair fight, wich is the essence of absolver.

    Thats why i come to the conclusion:

    -Getting more depth to the story will probably happen with the downfall extention.
    -Weather would be fine but dont let it influence the gameplay. We dont need extra coins and all that stuff it would just make this game chaotic.
    -There might be some form of golems with essence that would be cool, but robots in general are way to futuristic for a game thats about mellee fighting tribes.

    @SantosPizarro i wont comment further here because this is @herkein 's thread and his suggestions lose attention because of this discussion, wich shouldnt happen in his thread.

    You shouldnt feel offended Santos since nobody is threatening you, all the comments are about how the suggestions would work and how they should be postet, so there is nothing personal here.


  • @methamos hey friend, it would be fun to explore how they COULD work out though, it being the games weakness, even if its some PVP mode or something for storyline or a particular area equipment or monsters aren't uncommon, and fighting styles, meditation upgrades, i see how you think chaos could spread, i dont think my stuff breaks the mood, i just want to be able to go to some new area like the docks and not have to relly on the same dark alley for a fight, the fighting in the game is already fantastic, but its not any different from area to area, there aren't enough things that would make each area particularly different, and if you want to get straight into a fight you can also get into private and pvpmatchups, dummy training GUARANTEED, so this is not a problem, one example is that an update could add some drop bridges and upgrades like ladders and things to the areas by the waterfall to reach the lowerlevels that could synch up with the new expansion to a new school of waterstyle or something like along with ores or animals since the whole new DLC will be about going down some volcano and mines style dungeon, i dont see any other particular reason why not to add things to dodge like heat or random gas, aoe, or strong winds that could make traveling feel more original per area, where absolver stands its just punching, getting punched, walking and sprinting to perfection, but thats not interesting if its the same in all the zones, i personally have only unlocked drunken am not sure where the other schools are.
  • edited July 2018
    i wrote a larger posts and it got deleted, hey methamos, i recognize you from somewhere else its all good!
    the problem that i experienced in the game was that all the areas felt the same, just walking and punching, where good use to blend more of the environments as features for the game, this is why i said wolves and snare make sense, volcanic gas, or falling rock in caverns would pitch to the experience of fighting by natural earthquakes and rains, much of the woods would benefit somehow by adding a little animal or color, not that i dont mind looking at peiyin in pink, but something that suits the mood in Absolver and goes well with each area.
  • I just dont think theres enough empathy with nature in a game with so much area diversity that should upgrade at least a few catalyst.
  • herkein said:

    Voilà une traduction en anglais qui vaut ce qu'elle vaut, il y a aura peut être plus de visibilité ici en anglais. I'm French so excuse my english it's Google traduction.



    Hello I came up with ideas for the game I hope they will be read by the devs.

    It would be cool dungeons where you have to find the original scrolls of the fighting style techniques there would be treasure hunt, huge challenges ,traps, possess them would give a bonus to the school like kind of buffs or secret techniques that do not would not be learned through normal.



    A place for instanced school where we would meet for training etc.

    A way to communicate via a chat because now it's difficult.



    Explain the importance (why) and development of Martial Arts in the world of adal in the lore.



    Developing the philosophies of the different schools with a course of action for each ,stick to it would give a buff, stuff and going against it would expose to penalties or even get chased, a contract on the head.



    A bounty hunter system for wild PvP.



    New weapons long and short stick, double saber like wing chun.



    A kind of feng shui with the Essence where for example a place where there would be a high concentration of essence would be conducive to meditate and win temporary buffs. There would be a whole network of energy under the ground and it would be necessary to know where to go a kind of compass that would be lootable in a dungeon for example.



    Here I think that other things will come to me if it interests someone. In any case this game to a f***** potential it is in its infancy, the basics mechanics has been asked now takes depth, I ask one thing is to immerse myself. We must really strive towards traditional Martial Arts optics, rivalry between school, well-kept secrets, secret technique, powerful artifact, moral values.

    thankyou, can you add a few example images from google or example drawwings?
  • edited July 2018
    a joke: to me this is what absolver looks like right now
    yeah, essentially a beat em up.
  • @methamos do you play final fantasy or something that i somehow know you from another game? i'll send u a PVMSG
  • i play many other games but no final fantasy multiplayer
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