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nikolokolus

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Everything posted by nikolokolus

  1. Based on this line in the pitch video, "If the gods won't answer it's for us to decide," I'm not so sure this is going to dovetail with the world they have in mind.
  2. I don't particularly like the sub-classes presented here, because I don't like sub-classes to be rooted in moral and philosophical terms. For example a paladin or anti-paladin should not be strictly confined to a warrior parent class, those are titles or states of mind, not professions or specializations. Sub-classes based on skill/profession are fine on the other hand. For example, Warriors should be able to go heavy, or light, wizards should be able to specialize in different types of magic, and stealthy types should be able to focus on different aspects of their craft. Giving specializations a name, instead of just presenting a branching skill-tree can also add some flavor and make each character a little bit distinct.
  3. Probably not going to be a multi-player game, so ... probably not much PvP (except here on the message boards).
  4. At 65 bucks, I'm not sure I can really dig any deeper ... I mean, I'd like to and I have the means, but on general principle spending more has diminishing returns for me: I don't really want beta access, I don't need a lot of add-ins and merchandise, and I'm pretty confident that the devs are going to make a really good game even if it doesn't have every pet feature I might want. Maybe if there was a mod tool and a mega dungeon announced as a stretch goal that might nudge me, but overall I'm pretty satisfied with where my pledge amount is at.
  5. You should really read the first post if you want to write something in a thread..... Doing what other people want me to do has never been a strong suit
  6. I played BG 1 about 2 1/2 times, but got a little bored/sidetracked on my last playthrough BG 2 I played probably six times to completion. Torment I loved a lot but only managed 1 full playthrough, it was just hard to find the replay value, mostly because I had trouble sustaing an evil second playthrough The IWD games were good but dungeon crawling wasn't my favorite so I only managed to get through each one time. Fallout one and two on the other hand? I played those things multiple times and they're still my favorite Blackisle/Infinity style games.
  7. I think the general feeling is that maybe Obsidian accepted projects with sometimes ridiculously tight deadlines, that may not have been completely realistic. But they probably weren't in a position to be choosy and decline or push back.
  8. No anime influence in the art design No over the top combat animations No cooldown abilities No crappy pan sexual romance crap
  9. did it bother you that you could change the color of your clothes at any time in the old IE games? This is basically just an expansion of that mechanic. In a word, yes.
  10. We dont know that it would be trivial to implement ... but i do know that this is the kind ARPG/MMOG element that breaks immersion for me because there's no semi realistic way to justify it, unless there is a crafting system.
  11. Why can't some of you accept that many of us hate this idea? This is a perfect candidate for a fan made mod, but IMO a terrible core feature.
  12. There are two problems with that logic. First, in a PnP game the GM is going to give the characters some consideration when he describes the gear so it's likely to fit into there style without modification. Second PnP games don't have graphics. Everything's in the players' heads so if they want things to match they can easily make them match. @Ieo: Actually, from a programming standpoint it's probably trivial to separate an items image from it's stats. In fact, depending on how a game handles it's resources, they probably already are. To me it makes most sense to have the models fo each item in their own files and have the stats for items in a text based list (or series of lists) with pointers to the models. If that's the case then all they would need to do is add an if statement the goes Get Item_slot Get Cosmetic_slot if (cosmetic_slot == null) { Character_model =Item_slot.Model; } else { Caracter_model=Cosmetic_slot.Model; } That's modeled on java and assumes the items stats are stored as java classes but you could implement the same thing in any number of languages. That's true that a PnP game is largely in the head, but what about found objects? If there is armor with associated factions, then wearing that armor should cause a certain reaction to your character, no? I guess I'm thinking of how Obsidian handled faction armor in Fallout New Vegas, what you wore could have serious consequences and I'd like to see a similar system in this game. If people really want to alter their character's appearance, then hopefully a modding toolkit will be available, or the meshes and textures will be alterable with overrides (sort of like Skyrim does it).
  13. Just so long as they aren't like the water chip countdown in Fallout 1, they would really add to the atmosphere of the game. It would be like hearing rumors of war and things like that, or some geopolitical shift that doesn't directly affect the outcome of the game, but would add flavor and give the game world a pulse.
  14. Once again. This is precisely what a modding toolkit is good for. So I'd fight for that before asking for a feature like this, that a majority* of players would probably loathe or dislike. *majority of the people posting in this thread at least.
  15. Wow, so what hasn't been done in a cRPG in the last 30 years? I'm not sure I can think of anything. But there are things I would like to see that I don't think have been done particularly well, or have only gotten very shallow treatment in these games. 1. More moving parts. Too often game worlds and stories revolve so heavily around the actions of the PC, that the world ends up feeling kind of wooden and lifeless. 2. Big changes should be palpable beyond just some new NPC dialogue. I'd love to see the consequences of killing the local dragon leading to a huge run of scavengers on the old wyrm's lair, perhaps rival adventuring parties raid the PC's party, or the local magistrate tries to tax you, swindlers and scam artists try to get you to invest in some new venture, etc. 3. Misenchanted items. when you craft that magical suit of armor or weapon, there needs to be a chance for screwing up ... not that the item fails to be enchanted, but that unforeseen, negative effects get imbued with the item and you don't know it until you use it for awhile. This might be a nice explanation for how cursed items get into the world.
  16. You mean like if I looted armor off the body of an officer of a particular army? That armor should be wearable and appear however I wish it to look without spending money or time? I'd think that was pretty damned laughable. Secondly, all of this needs coding and testing and UI design ... time and money I'd rather spent on more important things -- things central to the core of the game. This is exactly the kind of thing that a modder should be able to build however, so if anything I'd pray for a mod kit.
  17. I think vital NPCs should have some portions of their dialogue done with VO, and little snippets of sound for companions is a nice touch, but I really hope they skip VO for mouse clicks like Baldur's Gate and Planescape did it; hearing "as you wish" and "let it be so" when you are moving around the map is distracting. All in all, something like a 50:1 or greater ratio of text to speech seems reasonable ... hopefully.
  18. if they want use player skills to implement something that lets us either create our own armor that is as good as the armor we can find while customizing how it looks, that would be awesome. I would be perfectly happy with that solution. Like I said in the first post, the whole idea is completely unnecessary. I just think it would be kind of neat. It really blows my mind that menu options ruin the immersion of these games so easily though. Does the floating hand controlling your character's actions bother you? The colored circles when you select something? Or the fact that your Paladin NPC friend will get mad at you when you act like a jerk in conversation, but the second you tell them to bash an innkeepers face in he will do it without hesitation? It's a game. There is a game interface that lets you do all sorts of silly things that are much more ridiculous than changing how you look. My reaction might be irrational, but really I think it's kind of like the straw the breaks the camel's back. RPGs are typically about the suspension of disbelief, but usually they are at least somewhat rooted to some kind of real-world touchstone, or have some kind of internal logic. Being able to automagically alter your armor with a little inventory button is the kind of meta-gaming that breaks the fourth wall for me. I'm perfectly fine with a non-meta gaming mechanic (like crafting skills/feats) however.
  19. If the developers can come up with a post-ending, exploration option that doesn't fall emotionally flat, then I'd be for it, but that's awfully tough to do. Maybe a chance to talk with some key NPCs, wrap up some loose ends, etc. but there should be some way of triggering the hard ending.
  20. So would you object to the developers having a crafting system so you could use player skills to create and modify equipment?
  21. I guess the thing is, if you like hard-core mode, typically the difficulty is the reward. Unless you're one of those people that likes to collect steam achievements (which I guess there's nothing wrong with that?). I personally love hard game modes after an initial playthrough because I love a good challenge and replaying a game in different ways. Making the hard-core mode easier in some way would turn me off a little bit. It's OK to incentive-ize it somehow internally or externally, but it that incentive shouldn't make the game easier is all.
  22. I guess I don't get it because faster leveling makes the game (eventually) easier, thus muting some of the difficulty of the game. Maybe the answer is some way of tracking a variable during the hardcore playthrough and then being able to export/upload your last save at the conclusion of the game to the Obisidian website and getting a little forum badge for being an iron-man... but I usually hate that kind of crap.
  23. Like - 52.22% / Dislike - 24.04% Want - 55% / Don't want - 21.83% Soft support isn't quite the same as hard support. My take away is that there's a whole lot of people who could go either way or just don't care.
  24. I voted "don't care" mostly because we have no idea what the lore and ecology of the game world is like ... also, I think vampires have been pretty much done to death in recent years so I kind of hate them now. Whatever, if the developers have a good reason to include vampirism/werebeasts then so be it.
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