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Hey, I came up with a couple of ideas for the new content. These ideas are based around the combat mechanic, which is not really developed and is very repetitive (much like insanity), to a degree that most of my ideas for improvements that come to my mind are based on that aspect of the game in particular. Here are some of my ideas: Character - wise: - Stamina This is something that is not yet present in-game, at all. Basically it is a meter that is measuring your energy during combat. It can decrease by: attacking, recieving damage, being hungry during the fight, and doing any of the actions explained onward. It could regenerate by resting. This is what counts as resting: waiting a few seconds before the next swing, standing in place for a few seconds (regenerates even faster), having your belly filled at a right amount, and maybe eating some kinds of meals. - Alternate actions for characters Do you remember The Forge? Can you remember the Blacksmith's Edge? The one weapon that allowed you to parry enemy attacks? I think that this was a good direction. Let's take it a step further and add something to it. I think that parrying was a pretty good idea, as it actually proved to be helpful in different situations. I would like to see an ability to shield yourself with any object you're at the moment holding for a few seconds. Of course, different weapons would do that more or less efficiently, and it would be done at the object durability's expense. Parrying would absorb some (more, or less, depending on the weapon) damage and damage your weapon a bit. It would only parry the hits coming from the direction you're currently blocking, allowing all the hits coming from different directions to damage you. If timed correctly, it may even save your life in some cases. Now, we're done with parrying. We can now take a look at shoving. What does shoving consist in? Pushing all creatures aside from bosses away from you. The smaller the creature is = the further the creature will be shoved away from you. An alternative to shoving would be something called powerful shove. What's the difference between the regular and the powerful shove, you ask? Well, the main difference is that a powerful shove A. Pushes the creature further away from you, B. Consumes greater amount of stamina, C. Has a chance of making the creature trip and fall on it's back, requiring it to get back on it's feet to pursue you again (which requires varying amounts of time, usually 1-3 seconds depending on the creature), along with a bit of fall damage (15-20 hp?). Let's have a look at charging. It consumes a lot of stamina, but is deadly in result. Basically your character is charging at an opponent and hitting it full-force, with the same results as a powerful shove. - Alternate swing animations/regrouping weapons into different types (alternate attacks for different weapons?) Attacking animation is always the same; a simple swing from behind. This, in some cases, looks good (for example with ham bat, an axe or a dark sword). In other cases, though, it looks absolutely terrible (with a shovel, or a pitchfork). So I thought of adding different animations to different types of weapons, as well as different attack speed (separate features, although related): Swords (slicing/stabbing, moderate-fast speed. If heavy: the default swing from behind as an alternate attack at a slow/moderate speed, medium/medium-high damage), Maces (beating, slow-modrate speed because of the weight, the default swing from behind as an animation, a particularly strong swing from behind as a slow alternate attack, medium-high/high damage) Axes (versatile mix of swords and maces: slicing/beating (has features of both, but not as efficient as either of the originals; use could be somehow selected), moderate-fast/slow-moderate speed, as special attack: weaker versions of alternate attacks of it's counterparts, medium damage) Spears (semi-light longer - ranged weapons. Stabbing/slicing/pushing, medium-fast/fast attack speed, special attacks: very fast-low damage slice, medium-fast poke/stab, low/medium-low damage) Other (weapons that don't fall under any of the categories from above, like shovels or tentacle spikes. Animations vary, some weapons may even have exlusive animations/sounds (a vertical/horizontal stunning smack with a shovel's side with an exclusive "bonk" sound?), attack speed/damage ranging from medium-low to medium-high, in some cases sharing some of traits with multiple of the categories, or lacking some (maybe tentacle spike having the same traits as an axe, with bigger damage, but without the sword's features?) of their traits). - Knockback Nothing complicated, of course, the bigger, stronger enemies have the ability to knock you away from them. Enemy - wise: I have spoken about the features that could be added for characters. Now let's speak about the abilities of the enemies we encounter. - Multiple attacks for enemies Not a single one of the "unimportant" enemies has more than one single attack. Also the time period (time between each attack) is identical in every single case. This makes the fights extremly repetitive and easy to learn/master. The lazer deerclops was a very great step in that direction (I was not-so-good at dodging his lazer). How about we take it a step further and add a variety of attacks for the mobs? See, most mobs have only have a mere single attack, that is not unpredictable AT ALL, and allows you to READ your enemies MINDS to a grade that you can FINISH A FIGHT without losing A SINGLE HEALTH POINT. Don't you think that it's a little bit, you know, negating the atmosphere of an uncompromising adventure survival game that DS(T included) is supposed to be? So the creatures you fight will use different attacks, hoping that they can surprise you and manage to hit you. Some of my examples: Spiders: the slow, default chomp and a new attack; a quick, less powerfull stab with legs. Pigs: the default punch, new attacks: a quicker, less powerfull punch, our character's shove (a team attack; one pig pushing the player into another pig, which then punches them?) Deerclops: the default smash, new attacks, both quicker: short-ranged horizontal strike (dodged by running away), and long-ranged vertical strike (dodged by running to the side). - More (or less) randomized attack period As I have mentioned before, the same amount of time between each enemy's attack allows you to learn exactly how to cope with them, because the way you find will work every, single, time. Let's fix that. Hard to predict, attack period randomization allows the enemy to attack in different moments, which will reduce the efficiency of your beloved kiting. The casual period of coming out of a fight without a god damn scratch is over. You have to observe and react . - AI that learns how you behave, to make up a strategy that works the best against you While fighting with a more randomized enemy is a neat step forward, but there is still something missing. Something... of a real headache. That mysterious something is a clever (or stupid, depending on the creature) AI, that will select which move to do next. The enemies learn your strengths and weaknesses over time (quicker the cleverer your opponent is) by observing, and use your weaknesses against you. Examples: Are you extremly proficient at evading the deerclops' slow, powerfull icy smack, but he's able to shred you with his quick, low-range horizontal swing? He will prefer to swing at you horizontally, so he will do it more often. Are you fighting multiple spiders from a nest? They will cooperate, sorround you, cut your path off and attack you from every direction. Fighting clockworks for gears? They will cover each other: knights and rooks will shield the bishops, for them to zap you from the safe distance. Are you fighting a boss with your friend and he is at the edge of death? The boss will target them, of course, and you have to help your friend before the boss finishes them off. That is one heck of a way to make fights much much more intense. What have you thought of my ideas so far? Have in mind that nothing is off the table to improve, so please feel free to tell me what you think about all of them.