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nightcleaver

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Everything posted by nightcleaver

  1. I'm somewhat hoping the story itself turns out to be slightly less formulaic than the first. Replacing Star Maps with Sith Temples just sounds annoying. They did a decent job of making the retrieval of the different star maps substantially different, but something more cinematic would be nice. I guess you'd probably have to make it more linear, though, oh well.
  2. Sorry, I still think yours is too talky. I was trying to combine ideas, but evidently you'll have none of it.
  3. What does THAT mean? They could just NOT put them in.
  4. Good, except it's way too talky for Star Wars methinks, and a lot of time spent talking about things they don't know anything about yet. Actually, that would be fine, if the doctor's weren't the obvious focus. Perhaps it zooms in on his eyelids while the doctor's talk, into his dream which is sort of cryptic and suspenseful, giving a hint to what will happen. Then he'd want to know what the dream meant, and he might hear about Kreia from Atton and search for her. That's still maybe not active enough; I dunno, guess I'd have to see it.
  5. They'd have some sort of explanation. I would argue that it's not a given the PC will be able to understand any language imaginable. In the first one, the guardian machine for the first star forge on Dantooine spoke in several languages you didn't know, not to mention the Sand People needed HK for you to speak with them. All I'm suggesting is that you might not get your Force powers immediately. Maybe they said you start off with Force powers, but I don't remember it - still, there's no reason I can think of they'd necessarily specify that you start with Force powers, as that would be the general assumption anyway.
  6. I'm hoping they'll have other Jedi character's teach you stuff in the game; after all, a big theme is apparently the Master/apprentice relationship. It's also never been done that a PC taught an NPC a thing or two about combat, and would be an interesting change of pace. We're the Savior or something, why don't we teach the others around us a skill or two along the way if we're so much more great and powerful than they are?
  7. You start out as a level 1 Jedi. The explanation is that you lost your connection with the Force, or just stopped using the Force, or your memories relating to Force training were altered/destroyed. They've never specified that you'll start off without Force powers, I don't believe, and it's been specified countless times you won't be starting out as a soldier/scoundrel/scout etc. as you did in the first game. Jedi first thing, whether or not you have force powers. Question (probably too specific): You've said there will be a prominent theme of the Master/Apprentice relationship. Will the PC ever take on an Apprentice of any sort throughout the game? Train other character's a skill or two?
  8. I'd rather they find other ways of implementing strategy in cRPG's than just stupid drugs and medpacks and such. I guess that's not likely to happen, but I'll still hope OE will improve the medpack/accessory situation...
  9. Limited memories. If they do it right, he'll never question himself or his original identity, and it would make it all the more dangerous to expose him to the possibility of being Revan. His entire identity, their ploy, would fall apart, and nothing would stand in his way from killing more people. I think that's the reason Vrook is so pissy at you - he's scared of how close you are to being the Dark Lord. Mind you, you DO start off at level one - you have very minimal training, and it's heavily implied that a lot of your success is "luck" due to your extreme closeness to the Force. I'm sure they could implant training memories, but I'm sure they'd be comparably limited, as they were with Revan.
  10. Yeah. They said a significant portion of it would draw inspiration from the first game, though.
  11. I've heard repeatedly that the publisher, not the developer, was responsible for commissioning patches. Yes, the dev's make the patches, but time is money and the publisher's are the one's with the rights to the game - the ones who pay the salaries.
  12. I think Evizzle is bothered more by how some men show reprehension, not just disgust (for their lifestyle), towards gays, and how that reprehension seems totally based on that disgust more often than not - as shown by their contrasting like for girl on girl. In other words, it's not just the disgust for lifestyle that's hypocritical... Ah yes, and the Ebon Hawk definitely needs a portable River Dance group to match with the disco room. variety, you know... we want to appeal to different sorts of customers.
  13. So, starting next friday hopefully? Did you get my final character sheet okay?
  14. Looking at all the other screenshots, 'looks like that's already implemented.
  15. Thanks for giving me a laugh, kid. I like it for it's zaniness. HEAR THAT DEV'S? WE NEED THIS FEATURE!!
  16. It doesn't sound like who returns and who doesn't is as dependent on "chances" of death or importance to the FIRST game as people thought. If the specified character has an important role in the SECOND game, (or can have) they'll definitely ask about them, and your choices will select who goes in. It just makes more sense to narrow the field of cameo's/returns to your party by relevance to the sequel's plotline than chances that person survived or died, and that sounds like what they're doing anyway - taking implications from the words of the dev's in the most recent interviews/features on this game. I suspect they'll all also be thinking more along the lines of continuing this now two-part series when they decide who returns in this sequel. In other words, while they may dilapidate the more commonly considered annoying traits of characters, the fact that they were annoying to many won't stop them, sadly. Dathomir... err, Dantooine? Or some planet I managed to miss all 7 times I played through the game (heh)? I'd like to know how Jolee turned out. I can't imagine he would completely return to being a hermit, ever, though if you were writing him you'd probably just write him as a tired old man with no more depth than that (lack of sympathy does breed lack of understanding, believe it or not, even if you were neutral and even if you're intelligent). Still, I don't see him returning to your party - maybe a cameo. It would be nice to speak to him, even if I'm not the same person. more later, I guess. I should just get this posted for now.
  17. I heard a cap of 30, but they were looking at removing the cap completely after they had seen how the game balanced. It looks like they're going to try to evade excessive levelling and the Army of Diablo phenomenon, but also avoid the Star Forge issue. Basically, they don't know yet - it depends on factors that are probably yet to be seen, as they haven't reached the beta stage. (but they're close)
  18. They have screenshots of the old hooded woman frequently. So she'll be in. Kreia's already been stated as the mysterious Obi-Wan type in this game, like Jolee was in the first. I don't get any other impression. I think she'll be a tough old bat, very, VERY stern and firm with you in your decisions, and wise. She'll be, in essence, a Tough Mother.
  19. Force persuade is a lot different, it's a lot more direct. In the mission example you gave, you wouldn't technically be able to force persuade them so that it didn't matter, but you could persuade being using insight/conviction in a way they hadn't thought of before. Instead of putting the power in your hands, it uses the power in theirs to empower them with different choices - that can, however, be used to your advantage in cases that people don't see the whole of the situation enough. Force persuade bypasses their senses, their common sense. You might be able to "force persuade" by erasing or dimming a memory of her brother, though, which I think falls under the term "affect mind." Well, that's my attempt at explaining why it didn't work that way in the first one.
  20. Why not? Isn't the idea that he gets all those hit die and skills from use and practice as well, maybe even through the Force? Skills, such as treat injury, will be connected to Force powers such as Heal, for example, in this sequel. There's obviously a corellation.
  21. That explanation sounds completely insane. I'm sure it's partially true, but I doubt it's exactly what the situation will be.
  22. Also keep in mind that any mods that add substantial replay value, being more than just minor cosmetic add-ons, won't come along for a few years - if past RPG's have been any example. If you're much of a stickler for quality, you won't care about the major mods anyway, more than likely - they tend to be bug ridden, unfinished, the sound is always crappy, and there are more than just a few minor grammatical errors throughout... that's just my experience, of course. Plus, while there is a greater likelyhood, after the NWN multiplayer revolution, that players will stick together in mod teams, it's still extraordinarily rare to get a finished product of those teams. The final (note: I didn't say finished) product might be fun, sure; if you can stand the overwhelming mass of admittedly small detail that, combined, totally degrades the experience. Instead of saying "mods", it would probably be more apropos to say "user-made content." Of all the games I've played, only a few of the thousands of mods I've for NWN have come anywhere close to being as polished or interesting as the professionally-made single player experience itself. Some are more professionally done than others, but I'll I've seen come out so far were still very amateurish. It ultimately depends on what you want - the tactile nature of the controller and playing on your TV without the nuisance of a computer desk and keyboard, or the content customizability of the PC version - including higher res. If you have a crappy computer like I do (I don't know why it's so crappy, honestly, but my X-box ran the game at high res better than my PC), that's another reason to consider going X-box. Having just barely the minimum specs isn't likely to get you the nice special effects inherent in the X-box version. Not to mention, as someone else said, the control scheme was really designed for an X-box. Perhaps it's just because I played the x-box version first, but the PC version interface always felt strangely awkward to me. They haven't said anything as far as changing that, but again: my bias is for the X-box system, having played that first. As well, you might want to keep in mind that while the PC has patches and the X-box doesn't, the PC is by far more prone to have compatibility issues, such as a low-performance machine or just some setup that bugs out a lot with this game. I don't know about you, but I never had the trouble others did with the bugs in the first game, and all the bugs were avoidable with saving/reloading and just reading how other people solved the problems. PC issues, such as the horrible memory leaks of the first KotOR before the first patch, aren't usually avoidable like that. Overall, if you're pretty much tied - I'd say base it on whether you prefer the rumbling but mostly uncustomizable interface of the X-box or the far more customizable interface of the PC, with no rumble and without the feel of a conveniently compact controller in your hand. If you haven't tried the X-box version of the first, see what it's like - rent the game or something. While a keyboard is customizable, it doesn't come anywhere near to simulating the feel and simplicity of an X-box controller.
  23. 30, or NO CAP AT ALL, is what I heard - depending on game balance, of course.
  24. In the interview they say that the cameo's/returns to your party will be based on story. If there's no way for them to fit, they won't... they never actually said anything about cameo's and such resulting from who died and who didn't, and it would be easy enough to cover possible circumstances in most of those cases of death/not meeting/leaving behind.
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