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Lucas

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Everything posted by Lucas

  1. Hate random encounters in the form of stopping the trip while I'm travelling (for example, Dragon Age: Origins or Arcanum); I can accept that I can encounter wild life or monster camps while actively travelling an area, like in Baldur's Gate 1, for example. I know, sound similar, but also slightly different when it comes to my eventual preparation for the encounter (in the latter case, I can choose to scout the area with a thief, for example).
  2. Nice, like the firearm + armor combination (and I'm not bothered if it's boob plate or not: at this point, I just can't wait for the first screenshot )
  3. Yeah, I might do the same from $140 to $250 (based on update #9) before the KS campaign finishes, but right now I have to cover other RL costs
  4. Yeah, I always liked this mechanic; after all, it was implemented in the old "gold box" SSI games too.
  5. My prediction is anywhere between 2.9 and 3.2, considering the usual, final boost of previous Kickstarter campaigns, but of course I hope it's a conservative prediction; I think it can get even higher with another good press campaign, which should start next week, judging from Feargus's recent comments.
  6. :bow: :dancing: :aiee: :banana:
  7. Heh, personally this is the best automap (and notes) system I've ever tried (sometimes hard to align the text, but hey ):
  8. My favourite option? The developers propose 4 or 5 alternative titles, each one resonating with the game (saga?) overarching theme....And let the fans decide throughout a mail survey/website/forum poll (so that all the fans who are willing to voice the opinion will be able to do that, not only registered forum members). Would be quite a great move by Obsidian, IMO. What do you think?
  9. Toggle would be more than enough, just like in NWN2 (I always played at hardcore difficulty, with friendly fire).
  10. I like to have map notes at my disposal, but I agree that in more "modern" games they're usually useless because the "preset" ones are more than enough; but, IMO, that's only because exploration and quests are designed that way. Example: Baldur's Gate 1 - Beregost town. Nowadays, the game would probably allow you to visit "plot" and "sidequests" buildings only, while other ones would stay barred, added only for "scenery". So, the game would automatically mark the inns, the blacksmith and so on. But what about the other buildings you could freely explore back then? Certain buildings were the home of nameless NPCs, so I used a custom map marker to identify them so; in others there could be locked chests I could not open, so I used a custom map marker to identify them so. In another, a named NPC and so, for the sake of having a "complete" map, I used a custom map marker to identify that house as "alphyna's house", for example It was nice because it was a more graphical way to "take notes" in a paper about what I was exploring. Nowadays, instead, everything is "cooked" for you, exploration wise. --- In short, "yes" to custom map markers/notes.
  11. yeah, "take that sucker"!!!! :w00t: :dancing:
  12. Like I wrote in the "official" topic, it would be great if Obsidian could at least provide a tool (and Feargus mentioned something akin to that in a post inside the comments section of the kickstarter page, last night) in order to extract the text dialogue files with ease, because sometimes that's a problem for the amateur translation teams, that are required to re-arrange and rummage through the aforementioned files in order to give 'em a resemblance of chronology. So, problem solved, if Obsidian can't simply put more resources into more translations (and we'll just have to accept that): amateur translation teams will take care of that post-release, like it or not (a few years ago, an italian team translated Torment in its entirety, plus Arcanum, Morrowind and its expansions, and Divine Divinity). After all, CRPGs fans are quite dedicated fellas, as you can see by the Bethesda games modding communities and more.
  13. this is a VERY good idea A few years ago, an italian translation team, called "ITP" (unfortunately the website is no more), translated Planescape:Torment (yeah, all the dialogue and interface), and also morrowind (and maybe Divine Divinity too, can't remember). Problem is that, from what I understand, text dialogue files are often quite a mess, and translators have to rummage through them, re-order them and the process becomes quite tiresome.
  14. For other, unsupported languages, it would be great if Obsidian could provide some kind of tool in order to ease the extraction of the text dialogue files, so that amateur translation teams can do their job (I would gladly contribute to the italian translation of the game, for example).
  15. F5, I always love to abuse you.
  16. Awesome . Even If I know it will take quite a while, I can't wait to see the first in-game shot (guess I'm in good company )
  17. Healing has two different strategic layers connected to combat. One during the fight itself, and one after the battle. IMO, me, as a player, should be concerned about the health of my party during the fight, because one less party member could alter my combat strategy. I think it's one of the potentially fun factors of a party-based combat. What about after the fight? Well, I guess it also depends on the non-combat abilities at our disposal (see Tim Cain's post) and the magic system. You can ASSUME the wounded party member gets bandaged or bandages himself, so that health regenerate slowly over time, or you can explicit that through the use of a "heal" ability or a "cure light wounds" spell, if we want to use a D&D example. But would the explicit use of a "heal" ability or "cure light wounds" spell alter the gameplay flow, would it be a useless stop of it? And how would the use of those ablities (spell or not) connect to a "resting" system? (which we'll know more about in the future?). By the way, I like post-fight permanent injuries/states (disease, crippling, etc.) that you have to fix with more complex (and possibly costly) methods...See also Arcanum, for example, and the dreaded "scarred" state
  18. I think that the progression of the hero through the story narrated in the game is more important than the premise of the choices presented by the poll. Does the game make a good job in showing how the main character progressed from the initial stage of the game to his/her status at the end of the game(and story narrated by the game, be it standalone or the first chapter of the series) ? Or everything feels forced and tacky, and you can see how the character is going to develop his/her personality right from the beginning?
  19. Durability, like any game system, is connected to other areas of the game: in MMOs is often related to the so called "money sinks" (and the game economy in general), while in single-player games could still be intended as a money sink but can also play a more important factor during fights. Personally, if it's well integrated into the game and not a pure hassle (but can durability avoid being a hassle when it comes to the enjoyment of the game?), I wouldn't mind to plan my combat strategy and what stuff I have in my inventory. A mage cast a spell that heavily damage my weapon, so I have to resort to another, less efficient weapon I brought with me; it will do the job, but I'll have to slightly change my fighting strategy, so my companion will now have to be considered the "primary" fighter for that battle, but at the same time he's less resistant to magic (and so on along these lines).
  20. I would like to see only a minor amount of experience for "generic" battles, granted only after you defeat the entire party/pack on generic enemies (wolves on the road, random encounters if they are going to implement them and so on). So, no exp for every single monster, but only after the battle. Then, more XP for "plot encounters" and special, more powerful enemies. But, in proportion, I would love to see an equal or higher amount of experience for achieved quests, alternate ways to battle and so on.
  21. Both in PnP and CRPGs, I love the moment when I find a mysterious and/or awesome looking item I can't identify on the spot, can't wait to bring it to someone who can, and the thrill of discovering what it is: in the case of D&D, yeah, discovering a simple mace + 1 was quite a bummer, but if the majority of PE unidentifed items will be "named" ones, maybe with a written story (which is likely, judging from previous posts by developers) that come along with them, of course I would like to see some sort of "identify item" system.
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