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wanderon

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Everything posted by wanderon

  1. Easy. You pick the line which you feel your character had the highest probability to say at that moment and stick with it. You either roleplay, or use your own morality, whichever you prefer. The point you seem to be missing it that when a line is going to use (or not use) a skill my character may posess or not posess that as a player I should be notified of that in order to choose which option is most appropriate for my character. Choosing to use or not use a skill during dialoge is no different than choosing which weapon or spell to use in combat and whether or not you wish to make that choice in order to roleplay the character or ROLLplay the character is immaterial - you still need to know if you are just making a dialoge choice that will bring the same scripted response regardless of who makes it or making a choice to use a skill to determine the result - if my wisdom or lockpicking or healing knowledge abilities are going to be used to determine the end result of some of the choices in a particular dialoge but not other choices then I want to be aware of that. Yes you can make them hidden and just have the effects be random and some people might find it fun to play that way but I have graduated from blind mans bluff and pin the tail on the donkey and prefer a little more cerebral approach to my gaming choices today. What so there should be options like "Tell me or I'll break you ****ing legs, you miserable whoreson" and "(Intimidate)Tell me or I'll break you ****ing legs, you miserable whoreson"" side by side, both with different outcomes? Because I still do not see why would you need the bloody tags otherwise. Yeah well I'm hoping the writers at Obsidian are going to be just a hair more subtle than you are and I'm also hoping that the skills they offer us that might be used in dialoges will be too. Just for the record there is indeed the possibiltiy that two identical lines could have different results with different tags - I will kill the bastard (lie) I will kill the bastard (truth) I'll kill you (bluff) I'll kill you (intimidate)
  2. Pickles are a staple of any good hamburger. Not liking pickles is liking hamburgers only for the bun.
  3. Easy. You pick the line which you feel your character had the highest probability to say at that moment and stick with it. You either roleplay, or use your own morality, whichever you prefer. The point you seem to be missing it that when a line is going to use (or not use) a skill my character may posess or not posess that as a player I should be notified of that in order to choose which option is most appropriate for my character. Choosing to use or not use a skill during dialoge is no different than choosing which weapon or spell to use in combat and whether or not you wish to make that choice in order to roleplay the character or ROLLplay the character is immaterial - you still need to know if you are just making a dialoge choice that will bring the same scripted response regardless of who makes it or making a choice to use a skill to determine the result - if my wisdom or lockpicking or healing knowledge abilities are going to be used to determine the end result of some of the choices in a particular dialoge but not other choices then I want to be aware of that. Yes you can make them hidden and just have the effects be random and some people might find it fun to play that way but I have graduated from blind mans bluff and pin the tail on the donkey and prefer a little more cerebral approach to my gaming choices today.
  4. Except then you will have no idea whether it is utter stupidity or an extreme insight on the character's part. So they should indicated that some answer is due to high intelligence or wisdom or spot skill or what have you either by markers or by additional narrative in the dialogue box. Same goes for bluff. You can be sincere about your threat to rip off someone's face and eat it for breakfast or you can just say it for scaring them away. PST had lots of dialogue where you could be truthful or lying/bluffing and it seemed very fitting. Eh, no. If you're not intelligent enough to figure it out on your own you shouldn't be playing at all. If you're not intelligent enough to figure out if the devs have scripted some of the responses to key to and use skills you may or may not have in abundance? How do you do that with no tags when not every line is going to be keyed to a skill and there may be enitre conversations that never use them at all? Read tea leaves? Look for the clue in the line by taking out every fourth letter and transposing it using page 47 of the manual read backwards in a full moon? Keep a soul eating seer in your closet? WTF?
  5. Not a game, but when I walk up to strangers and say "Hi" with a grave afflicted tone they usually run away. I'm thinking it's the shades...
  6. It's not about having the tags in order to KNOW what to pick from a meta-gaming situation it's having the tags to know whether or not it's a skill check or just a dialoge option - it's about understanding how the devs imagined the tone of what they were writing and whether or not there are game mechanics involved or just some writers imagination of how a dialoge choice is going to be responded to by the target. I don't know about anyone else but believe it or not sometimes I am stunned at how far off a response is from what I was expecting and I can respect that if it's just the way the devs chose to respond but if it's going to be the result of one of my skills sets then I want to make the choice whether I want my charatcer to use or not use it in that situation.
  7. The way RPG dialogues tend to be structured skill usage usually is a win button, if you can pass the check. If your two opinions are "Maybe you should reconsider" and "(Persuade) It is in both our best interests that you change your mind" which of them do you think will be more optimal for you to choose, supposing the PC has the skill adequately trained? Personally I would at the very least like to see an option to turn it off. Oh well, honorable compromise. I think what you are more likely to see in PE is larger dialoge trees with multiple uses of different skills - altho some of those possible choices may only be available if you have the skills to see them - (PS:T like) - so you may have an answer that uses persuade and one that uses wisdom and one that uses intimidate all in the same choice field. If that does turn out to be the case then the tags become even more important just to discern what sort of come back your character wants to use regardless of whether that choice is related to an RP standpoint you are trying to play out with the character or just a "winning" the dialoge standpoint.
  8. Why? I am pretty sure that you can infer the use of skills yourself from the wording - "What a nice little hamlet you have, it would be a shame if random wandering band of adventurers set fire to the place", "No officer, I have never been even near the place tonight", "I believe the ring is worth more than the meager sum that you are offering, my good friend" do speak for themselves. While that may sometimes be true it is also true that just as frequently what the writer may see as a response relating to X skill the reader may be unable to discern if it's X, Y, Z, or none of the above. Having the skill posted with the lines is not going be a "win button" anyway since it only relates what skill pertains to that response not how the target is going to react to that statement so the only advantage it may give you is when multiple skills are offered you can gamble on the one you have the most points invested in. Personally I would not want to see it go away unless it's optional.
  9. Did I mention I hate riddles and silly puzzles? sings: workin' on mysteries without any clues... Thus it is my sincere hope any strategy added to make them more difficult will be accompanied by a difficulty slider or on/off switch...
  10. Those are pretty broad categories so I chose "Other" Depends on what you mean by plot and side quest changes - if you mean that you may get different types/numbers of enemies or more traps or other environmental stuff (smaller pathways that force the group to single file) etc then yeah - that would be kind of kewl. If you mean totally different plot lines or other major changes etc - then no - I see no need for that much variance (and the extra work it would entail) for content that is only seen at certain difficulty levels. They have already said that there will be choices in the game that may open or close other choices as the game progresses so you will be unable to do everything thats possible to do in a single playthrough and I think thats plenty of variance in plot lines etc. and those are not going to be restricted based on what difficulty you choose - hence will be available to everyone.
  11. Yes, that's true. But in that case the timeline of the stronghold development would need to be significant in the main campaign. The developers would essentially have to force your hand and make you borrow, or face calamity. Unless the devs are planning to include a banking and finance system anyway (perhaps as part of a powerful merchant faction of some sort) the whole mortgage program seems a reach to me and perhaps a waste of resources. What seems more likely is the availablity of more normal quests that could raise money for improvements - which of course is also what is the most likely way that the party would gather the cash to pay the mortgage if there was one - I'm not sure I'm seeing any big advantage to adding the mortgage process other than to add some additional instances for interaction with your lender should he (or you) turn out to be on the "shady" side and of course to satisfy the ever popular "instant gratification" gene by allowing the player to do something immediately (upgrade fortress) instead of having to work for it and progress over time. I suppose if done properly it could all turn bad and serve as a real life example of why the wise sage once said - neither a borrower nor lender be...
  12. Plenty of MP options out there - not every game needs one - leave it off this one - concentrate on making the best single player game ever!
  13. Wouldn't ROLL players and power levelers be the same thing? (And then there are the Roleplayers of course) Sorry couldn't help myself ...carry on...
  14. These types of things have already been done in NWN2 and other games, so I'm sure they have it in mind. It would be nice to take this concept a step or two further tho for PE - in NWN2 as I recall there was only a single choice for each trade person you could convince to open up shop in your keep - what if there were multiple choices perhaps related to factions with different outcomes and options based on your reputation in the world? Some of those might conflict with one another as well leading to a different set of sub-quests related to the keep.
  15. Or guarderobe, as it was once called... Sadly all I ever found was a midden heap and it wasn't even labeled as such...
  16. Based on the tone of whats been said by the devs so far I doubt the classes are going to be restrictive at all regarding what sort of weapon you use other than some classes/races may have some advantages in some - this was specifically noted when talking about non-combat abilities where they said a barbarian could load up some lock-picking skills but in the end would probably not be as good at it as the mechanically inclined rogue class. They have also specificly stated that if you want your wizard to wear heavy armor and weild a sword they want you to be able to do so. I'd like to start with some basic gear if thats appropriate to the way the game begins but don't care too much how I aquire it.
  17. Yet another poll with no "other" option - Josh talked about making sure if a weapon (type) was in the game it would be useful and it would also not be a "no-brainer" to either use it (over all others) or never choose it. I'm good with that and would like to see as wide a choice of "standard" weapons as can be done well in that manner - and of course a boatload (or two) of one of a kind "unique" weapons with thier own history as well. Crafting/enchanting is in as well so I expect that will play a part in weaponry choices also...
  18. I chose "other" for what game I hope Project Eternity is most like. I hope it's most like Project Eternity a fresh new Isometric view party based CRPG with the focus on RP! (Note: there is no A in CRPG!)
  19. I'm up for having them add the 5 Big Blue Giants just becuase they didn't specify SF... they can add whatever sort of SF Giants they like if they win too...
  20. Some rabid racoons, poisonous porcupines, wicked weasels, distressing deer-flys, deathlicking dung beetles, pestilent penguins, malignant mugworts, baneful beavers, murderous mallards, and..... a host of hazardous horticulture including salivating sentient sasafras, ferocious ferns, carnivorous cactus, menacing mushrooms, perilous palms, baleful bananas, noxious nasteriums, and the ever popular pustule popping piercing pines... Thats why there's a ranger and druid class...
  21. I keep hearing this stuff about add-ons as if they were only put out there in an effort to beg for more money like they were trying to con you out of your dollars by promising more stuff - did anyone even consider that the original goal was only 1.1M and when that was met in the first 27 hours that it became obvious that there was a good possibility that much higher numbers would be reached? Doesn't it then follow that it was important to them to make plans for what this higher revenue could be utilized for? Would you have prefered they just sit back and watch the dollars roll in without offering input on what those dollars will mean to the expanded game design features? Would you prefer if they just cut off the kickstarter after the original goal and said - ok we got what we wanted no sense in trying to make a bigger better game? Oh wait - this is the internet where everyone you deal with is the evil empire - I forgot - never mind...
  22. While I would not want the devs to draw their inspiration for Endless Paths out of thin air I would be totally in favor of them disregarding all dungeons of the past and drawing their inspiration from somewhere we have never been before - perhaps from thick air - like the the air circulating around the nether regions of some very warped souls... (insert spooky music)
  23. I voted "for" altho technically I don't care. I voted that way becuase I think it supports the devs apparent decision about how they would like to do this and I trust them to make a good decision about something this important to the way the game plays. I technically don't care because the manner in which experience is awarded just doesn't matter to me as long as it accomplishes it's goals of allowing my character and companions to grow in some manner as we move through the game. If going with a system where most experience is awarded by objectives rather than body counts can indeed limit or remove the issues related to systems that rely more on body counts then I have no issue with that. I don't get more or less satisfaction from defeating an enemy in combat based on how many experience points might or might not be awarded to me. Each victory is a step on the path I am following and as long as the game is going to reward me with growth of some sort along the way I am happy to let them decide how and when to do so. What I am looking for in this game is getting the RP back in RPG and I can see where taking this sort of direction (exp per goal only vs goal + body count) might assist in that process.
  24. I would disagree with the notion that we probably won't see more than 25 updates between the end of KS and the games release - one of the things the devs claimed to be excited about all during this process is they won't have a publisher standing over their shoulder telling them what they can or cannot talk about thus allowing them to share much more with the fans than they normally would in a publisher funded game. I expect they will be very forthcoming all during the process with progress reports and will be looking for player feedback as they brainstorm then fine tune exactly what they want to do. I am extremely excited about this project myself and I too have BG:EE in mind to keep me occupied until PE release.
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