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Zwiebelchen

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Everything posted by Zwiebelchen

  1. Awwww, I like the drawing style. Totally cute. :D
  2. This idea sounds pretty cool and probably makes for a nice game design that focuses around this idea, but there is one major flaw in it that imho disqualifies it for a cRPG: it encourages the player to clinge on their "memories", not wasting them on progression gear early. Let's not forget that there is a big positive in PoE enchanting as is: it doesn't punish you for enchanting your low-level gear by wasting unique mats. Most resources are easily obtainable everywhere and not limited (except for the superb enchant). I don't think that this is a bad thing.
  3. Oh nice, my next PC will be a 3 int stoic monk named 'Hodor'.
  4. It's not like this bug makes most fights significantly easier. It's a bug, but definitely not a gamebreaking one.
  5. As it is now, finding new gear in the game feels very unrewarding, due to the enchanting system and how you can upgrade your non-magical items to almost comparable power levels to unique gear you can find throughout the game. I understand the reasoning behind this, given that some of the game's loot is randomized. Obviously, the current advantages of unique gear over normal gear are the unique enchants that you can not apply to items. Sometimes, unique items can also have a combination of enchants that are not possible to do achieve via manual enchanting, like a combination of "precise 1" with "fine" on a weapon that isn't a precise weapon by default (like a rapier). Suggestions to remove the enchanting system are off the table. It's been confirmed that it's here to stay. But that doesn't mean that there's no playground to make it better. The two main problems: There are only a small number of items in the game that have unique enchantments that actually matter in terms of general power, as usually those enchants take up precious enchantment slots that prevent the items from being further buffed via player-initiated enchanting. Items have an enchantment limit of 12. There is no variation on this number. This means that if a unique item features 7 levels worth of enchantments, you are very limited in what you can apply on top of it. In the end, you will usually end up with an item that is slightly better than a non-unique piece of gear, but that's about it. Also, there is no real feeling of progression due to the enchanting system. Any weapon or armor you can find right at the beginning of the game can end up being almost equally powerful as a rare non-unique item. This leads to a situation where you basicly sell any item that doesn't have a name instantly. Even if you find some "fine" or "exceptional" weapons and armors throughout the game, you will mostly sell them, as the only thing that makes them different over enchanted 1st level gear is the different model (and even that is mostly considered a bug). A possible solution: The question that arises when thinking about enchanting and itemization in this game is: is there any reason why the maximum enchantment level of items is always a static 12? Why not offer some variety in that? Obviously, a rare unique item could allow a higher enchantment level, to apply an exceptional or superb enchantment such as a lash effect on top of the unique enchants. There could also be a progression or deviation of "standard magical gear", which makes hunting for good raw-weapons and armors for further enchantment more meaningful. Or an enemy drops a unique looking non-magical sword that has more enchantment slots than the gear you find in the opening dungeon. Or the opposite: you find a great weapon in an early dungeon, that will remain strong until the first half of the game, but then gets outclassed by weapons that offer more enchantment slots as the game progresses, as it only has 7 enchantment slots and can only be upgraded to "fine" on top of the unique enchantments. This creates a dynamic in which you always have some room for improvement in your gear, even if you already found an item with the unique enchant you are looking for (like the "convert graze to hit" property). In addition to this, why not add more variety in enchants aswell? Currently, it's pretty much only a lash effect, a quality level and a slayer property. Why can't I, for example, add a deflection bonus or a DR penetration property? Why can't I modify the speed of weapons via enchants? Why can't I add a defense bonus against a certain status effect to an armor or modify the recovery penalty? Shields are incredibly boring here, because they only offer the quality property to enchant. I'm not saying that unique enchants like spellbind, bash, retaliation, etc. should be available for enchants; but a bigger selection of some basic stuff to do would do wonders for variety and actual choice in enchanting. Currently, the only choice in the enchanting system is which "of slaying" property I select and which attribute I map to my armor. This is boring. TL:DR: The system and mechanics are there already. Why don't you (as in Obsidian) play with them?
  6. Monk or mage moon godlike should be a safe bet if you want to solo PotD ironman.
  7. Share anything fun you find on the interwebs. Don't forget to credit the authors. :> This is from tumblr, rockaholicana: Momochanners, tumblr: And an amazing GM fanart from thereisnomadnessanymore: Found more? Share! :D
  8. I agree. Game needs a hold position command. This is basic strategy game 101. I wonder how the devs missed that. Even the IE games had one.
  9. Dem party member names, tho...
  10. This pretty much has nothing to do with 2D or 3D. Even with 2D backgrounds, the environments had to be modelled in 3D in the first place, so you can't really cut any production costs that way. The decision to go 2D was for nostalgia reasons (to allow a paint-over layer), not for budget reasons. It's still much more expensive to do things in 3D, or at least to do them well. You may model a 2D environment in 3D, but it only has to be seen from one direction, and never in close-up, and it never has to stretch to the horizon. It cuts some corners, but it also creates new ones: 1) Rendering a giant image takes time... some backgrounds in the game are (mind you: compressed) several hundreds of megabytes large. I think in one of the backer updates, they said something along the lines of bringing the rendering time of the backgrounds down from several days to a couple of hours by some tech improvements. 2) Vertex collision information is lost in the process; pathing textures must be hand-drawn. 3) More restrictive in terms of lighting and shadows, as everything must be baked directly into the texture. This must be considered in the design process. 4) Level design and art asset design are stronger intertwined, which requires extra planning and overhead (Basicly, the entire background must exist before you can start placing interactables and 3D objects on top of it; in conventional 3D level design, you can arrange your level around the intended gameplay and make changes afterwards - if, for example, the level designer notices an area is too small to fight, there is no way to retroactively change that without having to re-build and re-render the entire background image)
  11. I can't forget the terrible Mary-Sue content for a moment. 1. Good point. Then again, who wouldn't leave if you treat them like an a-hole? In unmodded BG2, when you have her in your party and your reputation drops below 6, she's saying something along the lines of "You know, I will follow you no matter what, but I still wished we could do better than this.". So yeah, you have to be incredibly cruel to others to drive her away, but nowhere does that mean that you can't scare her away by being cruel to her. I'd say she's more like "maybe I can convince charname to overthink this" out of sisterly affection, than "I'm charname's obedient puppy.". 2. As I said already: ToB came out after most of the mod's content was written. That's why the mod is concluded in SoA and not continued for ToB. 3. I can respect that.
  12. This pretty much has nothing to do with 2D or 3D. Even with 2D backgrounds, the environments had to be modelled in 3D in the first place, so you can't really cut any production costs that way. The decision to go 2D was for nostalgia reasons (to allow a paint-over layer), not for budget reasons.
  13. Seems to be related to the extra AoE range granted by intelligence.
  14. Wozu überhaupt Nexusmods? Github kann dasselbe, erfordert keine Registrierung und ist immer up-to-date.
  15. You are basicly assuming things here. Confused enemies aren't friendly. They are neutral. It's just the circle that appears green because neutral NPCs are green aswell (instead of blue like in the IE games. IE mod fixes this, fortunately). All the friend-only effects do not apply to confused enemies. However, foe-only effects do not apply either. However, you are right about the "Prayer against" spells. Obviously, they don't target neutrals.
  16. Some trivia: the Imoen romance mod was actually made by a woman. It's also pretty terrible. It completely fails to emulate Imoen's personality and some of it's flashback dream sequences ruin role-playing by having your character act a specific way that contradicts the way you've been role-playing. Hmm... not sure I agree with that. At least not completely. You have a point with the dream sequences. The fact that they play regardless of how you deal with Imoen is weird and contradicts role-playing (that's why, pretty much, you have to turn the mod off if you play a character that doesn't care about Imoen). However, I don't agree with the personality thing. The problem is: Imoen didn't really sport any personality in BG1 or SoA to begin with, because she hardly has any dialogue (most BG2 dialogue happens when she is pretty-much mind-controlled). Imoen was an afterthought in BG2, as Black Isle decided that the party needs a replacement thief companion for Yoshimo. During the production of BG2, the developers initially intended for Imoen to die in Spellhold. So I wouldn't say the mod doesn't quite catch her personality, because her canon personality was actually established after the mod's initial release (Throne of Bhaal). Also, I don't think - even with the ToB content - that her canon character is so far off the mod character. It's a matter of oppinion, really, so I understand if you disagree with me here - but to me, Imoen could be characterized as a smart, naive, cheerful teen. And that's pretty much it. There's nothing sinister or mysterious about her to explore, aside from the quirky humor. The mod catches that pretty good, if we just for a moment forget about that terrible Mary-Sue content later on. I liked one twist about the Imoen romance mod that I haven't had in any other mod I played: Imoen is actually the first character ever in the whole BG series that initiates a dialogue to your PC about the PC, acknowledging the PC as a real character, not just a walking problem solver and therapist. She literally asks you how you feel for a change. You know that there's something wrong with the writing in games in general if that is ever regarded as a highlight in writing. Seriously, did we ever have a companion in any of the Bioware or Black Isle games that wasn't constantly talking about his/her own problems, with complete disregard of the PC?
  17. Given that the main game already exceeded it's selling predictions and a possible expansion is likely to be selling well, I don't see a reason why they would bring a sequel to kickstarter again. And also, after seeing PoE, I trust the developers that they will deliver a good sequel without the need for the community to be involved in the process again. It's more trouble than it's worth.
  18. I don't get why traps had to be nerfed. Was anyone complaining about traps being too strong? PS: Don't get me wrong; the rest of 1.05 is pretty damn good. It's just that the trap nerf was uncalled for.
  19. I think there should be another game mode between hard and path of the damned, that implements the stat increase of PotD, but at the creature selection of hard. Currently, the gap between 'hard' and 'path of the damned' is absurd.
  20. Use the weapon swap button on the bottom left of your screen. It will always have an unarmed option to swap to.
  21. A thigh gap is just a sign of a severe eating-disorder. I'm going to delve deep into your comment Please not.
  22. Look, I'm not one of the promancers. I'm perfectly happy about Obsidians decision not to waste production resources on romance stuff, but there's just so many misconceptions in your post that I feel like I have to point out - because this bull is almost the same level as the "games make our kids aggressive" television-mantra from 10 years ago. It's not about sex or fullfilling basic human desires. It's not about a guy fapping in front of his screen: it's about love. Shallow argument? Then let me ask you: what is the main topic in 90% of music and 70% of all movies ever made? Not literate enough? How about literature classics? Shakespear? Homer? Goethe? Sophokles? A well-written love story is just what it is: a story. It's there to entertain and to immerse into. It's there because it's a reflection of what the world looks like. It's there because it's one of the main aspects of humans being rational beings. And while I agree that love should not be reduced to just sexual attraction, this, among other things, is just what makes the world more believable. If you're looking for a game that brought the whole "love" aspect to a whole new level, without any sexual component, focusing on an often totally unexplored aspect of love in games, take a look at telltale's The Walking Dead. Play it, then tell me that you didn't care for Clementine. The parental feeling invoked on the player is what brought this from an otherwise just a mediocre adventure game to a well-deserved game of the year. The topic of love and affection can - done right - make a game, just like it can break a game if done horribly wrong. Unfortunately, Bioware & other global players seem to focus only on the sexual attraction level of love. Why? Because it's the safe route. There's not much you can do wrong here. Some sexy models, some shallow dialogue. A kinky sex scene. Done. Games as interactive media have all the tools in the world to present us with an interesting outlook on love in general. In fact, games as the first interactive medium ever have the opportunity to explore it on a way more immersive and personal level than any other medium could. It's unfortunate that after almost 30 years of gaming, the western culture still hasn't cought up on the east here. Some trivia: the Imoen romance mod was actually made by a woman. Does familial bonds go for familiars as well? Like a Ranger's pet. I'd also like to see something from WL2 where you can charm enemy animals and see where it leads, especially if you're a shapeshifting druid. ... MyLittlePony-fanfictions in a nutshell. A thigh gap is just a sign of a severe eating-disorder.
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