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Wulfram

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Everything posted by Wulfram

  1. Aedyr interests me because it seems like a culture where they're willing to explore it's multiracial nature, and the consequences of the differing lifespans, for example. Though generally I feel that a big problem with making the cultures more interesting than the races is that the main two cultures in the game are pretty uninteresting. Dyrwood is just bland, while the Glanfathans mostly just seem like your surly barbarian types.
  2. I'd rather look at variable costs than variable rewards. Dropping down to 3 in a statshould give like 2-4 points rather than 7
  3. My Paladin's aura was bugged to affect the whole party. It seemed rather better that way
  4. Fampyr is stupid. I don't have a problem with the place names, though.
  5. I don't find crafting especially necessary, but it can be handy to add a property or two to a found item, or to allow you to use a weapon or armour type that hasn't dropped anything up to scratch. As crafting systems go I find it fairly tolerable, though it's certainly not needed.
  6. Heh, defiance bay was my favourite bit.
  7. Voltaire, no? "If God did not exist, it would be necessary to invent him"
  8. I think the message is way more muddled than that (and not in a good way). I also don't think that's the sort of thing Obsidian would do, regardless of their personal beliefs. Their stories tend to be more nuanced than just "atheism = good, religion = bad." Much like how it's not that simple in real life. Really now? Gods do not exist. Man creates Gods. *badumtss* Gods Eat Man Woman inherits the earth
  9. The text with the choice of gender in character creation makes it seem like most "adventurers" in Eora probably are male. Or more precisely, it seems like male adventurers would be more common in Dyrwood, Aedyr and the Vaillian republics, while female adventurers would only be more common in Naasitaq.
  10. I wouldn't have wanted to spend more time in Twin Elms. "Barbarian" stereotype land is boring.
  11. I liked my two handed paladin off tank as a supplement to Eder, at least for open environments. Probably not optimal, but it worked on hard.
  12. I got the bad animancy ending. Maybe because my character still reckoned the guy in charge of the inmates in the sanitarium was kind of reckless
  13. I do agree that the resurrected Raedric quest is rather bad. Particularly since there's no reason you couldn't just go kill him after you're done with the main quest, rather than putting everything on hold to traipse back for that one fight.
  14. Durance is thoroughly dislikable, though that's not to say he's badly written.
  15. This is satire, surely?
  16. Realising that specialisation is good in a party game shouldn't be a huge shock. If I had a complaint, it'd be that the starting skills offer too much of an advantage because they don't count for scaling costs. It's annoying if you want to do something a little less typical to background/class.
  17. Replacing the accuracy penalty with a small misfire chance might not be a bad thing. Though giving guns too many special rules is a bit of a trap for RPGs, I think. Everyone accepts abstraction with every other weapon, but introduce guns and suddenly you need to represent every detail. I don't see much point in a durability system. Gold sinks are silly outside of MMOs. And it doesn't seem sensible to me that our weapons would be falling apart in the couple of months of the game, particularly since we're probably changing weapons fairly regularly? And basic maintenance should be assumed as something you do when resting.
  18. I find the amount of weapon basic types pretty fine. Though the whole slashing/piercing/blunt stuff I find rather boring.
  19. I think There's mention of some sort of agreement that requires the gods don't intervene too directly.
  20. I think it must be mostly Caed Nua stuff that's putting things really off. I ended up at 11 after getting bored of the Endless paths fairly quickly and not bothering with the other stronghold things. But rapidly increasing XP might well be a good idea. They could also/alternatively look at scaling rewards based on what level you are compared to your "expected" level.
  21. The protagonist can right at the start if they've got high INT and pick that option with the leader of the people attacking the camp
  22. Removing mid dungeon camping wouldn't really change anything. You'd just have people retracing their steps to somewhere they could rest. Putting a time limit on quests would have been one way to really limit resting. If the Prince gets eaten by the Dragon if 6 hours, then you can't hang around camping. But that only works in quests that have a plausible time limit. Though really limiting resting makes balancing the game quite a bit more difficult. Can you make the boss fight fun and challenging for people on varying degrees of health? If you make people effectively have to replay the whole dungeon because they're not going into the boss fight in good enough shape, doesn't that risk being rather frustrating? Can the minor fights be at all interesting if you have to keep the challenge low enough that the party can defeat 10 or more of them without refreshing your resources?
  23. I think a system like Dragon Age 2's would have suited well. Probably not for the dailies, true, but there's quite a few Encounter powers, and Cypher/Monk powers, that could be profitably automated. Of course, Bioware scrapped that system for its latest game so perhaps it's not so easy as to implement as I'd think,
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