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Tale

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Everything posted by Tale

  1. hahaha Cut-paste get you? Guy's a bit of a nutter. One of his filings actually requested President Bush as a witness and another accused Penny-Arcade of being involved in a racket. Yet, he gets invited to news shows.
  2. I was just getting excited that Sony finally opened a Playstation Store store.playstation.com that you can use with the PC to get games for your PSP (eliminating the need for a PS3 to do this). Only to look at the selection of old PSOne titles, demos, themes, and wallpapers and be completely underwhelmed. They need to ramp up that library. Pronto. Schnell.
  3. You really only have one link there. The other two cite the CNN/Money article as their source. But, it does show that it's at least more than just your imagination.
  4. Went ahead? You speak as if the plan existed anywhere but your imagination.
  5. My associates on a private forum absolutely love Assassin's Creed. However, they're all playing the PS3 version. I'm highly anticipating the PC version, myself.
  6. The main problem I'm having trying to put this module together is to make the beginning of the game interesting. There's a lot you can't get away with that the OC could get away with. The entire fair scene in the OC? Yeah, don't even try that in a amateur module. You don't have voice acting, which means that you'll have even fewer people paying attention to dialogue than would pay attention to an official campaign. You have a challenge to make the starting interesting, but you have less resources to do it with. So, if you start a campaign with a character who is level 1, you have to try extra hard, and the start of the module is probably the point that is most critical to getting their attention. I know I'm trying to build the module like a jerk, doing everything that people hate for module designers to do to their character, but I've still got to make it seem interesting. I just need something that's interesting enough to cause most of the players to give it a chance long enough to try to hook them with the beginning of the real plot.
  7. Well, a campaign is indeed several modules. But, they're able to do all the important things you would want from a single module, such as storing information on past events, across module changes and even jump back and forth between modules. I don't recall if local variables assigned to a character or inventory object survive exporting-importing as I've never tested it. You'll encounter a problem with characters that must be imported into new modules (as opposed to simply crossing between modules with a campaign) if you're wanting to retain information from previous modules whatever technique you use. You'll have to account for if players choose to use a new characters instead of bringing in their old characters. The data simply won't be there no matter how you do it. This is something you don't have to worry about with a campaign. However, the flaw with campaigns is that you can't release them in chunks over time. Also, ever growing player save files with campaigns. Note: Don't trust anything I say too heavily. My experience with the toolset may be more than your average player, but I'm no accomplished builder.
  8. Depends on how you do it. If you build it as a campaign, you can do it very easily. If you build multiple modules, I think you'll have to include something that records those actions or choices. You can put tokens into the PC's inventory that keep track of this (the original NWN OC did this for the henchmen quests), you may even be able attach values to tokens that carry over (I don't remember for certain), and there's also the option of using history feats (which may require some extra workarounds because I don't know if you yet if you can create custom ones, you may just have to hijack existing ones). I should hope Obsidian has included a way to create custom history feats. They appear too often in the OC and Expansion to not be able to make specific ones for player made modules.
  9. I've been mad at the franchise ever since planning mode for Raven Shield stopped working for me.
  10. IMPRESSIONS, MAN! IMPRESSIONS!
  11. Don't know. In some ways my game sounds more ambitious than team built works. On the other hand, I'll probably half ass most of the areas.
  12. If it's ever completed, it will be known as the module created by a jerk. I'm creating a female character that is adaptive and will make my best damned attempt to be the perfect companion (romantic or otherwise) for a wide range of characters. Her personality will change drastically based on the PC's past actions to try to imitate or supplement. And I'm going to kill her. And what she dies for will try to kill the PC. I'm going to have few magic items. Except for one custom magic weapon with immense powers that is said will be capable of defeating the ancient evil that you will lose before you even get to fight him. There will also be a side dungeon with tons of loot that the Gnome Warlock will force himself into the group whenever you're in and steal all the good loot to use for himself (it'll be WoW themed). For female characters there will be a few archetype male characters for them to romance that will either be blatantly toying with them, outright killed, or gay. Males will have have options for romance aside from the designed female companion, but some point, they'll all move on to new boyfriends that they consider far more interesting than the PC ever was.
  13. So, I'm starting the module over that I've been working on since NWN2 was released. Not a big loss, I haven't actually worked on it in quite some time and not much was done. But, I was unsatisfied by the lack of cohesion in it. The dialogue writing was poor and I felt I hadn't paid enough attention to making the opening logical. That said, I'm going to hopefully rectify these in time for its release date of NEVER. I'm putting together a quick little description of the module, now. One to incite interest and keep people waiting for something that will likely never appear. Further, I'd like feedback on my overall design as I lay it out for you. I'm asking for opinions here first because this is probably my most visited forum lately. The name of the world is currently up in the air, so if you think of anything, let me know. Also, this description is heavy in spoilers because I feel that it'll take me a while. Spoilers now don't translate into spoilers later because people will forget, I'll change things, and as I get closer to release (if that ever happens) I'll just start lying to confuse things more. The adventure starts as many do. Our hero meets a girl . Now this girl is interesting, she's going to be central to the adventure. She'll travel with him, respond to him, grow with him . The impetus for their travels is the destruction of a small rest stop on the edge of a magical desert. They must chase after the villain who seeks to finish his work and kill the female companion . Along their journey they will meet a wide cast of personalities, such as the heroic ranger and his druid buddy , the dashing rogue , the wize old sage , a powerful Warlock , a woman out to avenge her father , the sheriff , a servant of the god of death , and a Paladin . Take these heroes and adventurers with you as you visit 4-5 cities across 2-3 continents. Uncover ancient mysteries, travel to the realms of the dead , fight a war against an army led by a Blackguard and Lich , and head to an eventual showdown with the mastermind behind it all . There will be many paths and motivations supported .
  14. Have any of you guys seen my wallet? I can't seem to find it. PM me if you know where it is.
  15. And my point is that something as simple as whether one is single or double edged changes fundamentally how they are handled. As well as the greater strength to swing a longsword, due to both its greater weight and it's typically duller edge.
  16. You do NOT handle a double edged blade the same as a single edged. Further, European longswords are longer and heavier than your typical katana by a measure of 1/3 extra and have much more interest in striking and stabbing than the katana, which focuses more on slashing and chopping.
  17. You don't expect pre-release reviews to spoil the story for you, do you?
  18. I hear the story is real good. And what I hear about development sounds interesting. Supposedly at later levels you start destroying cover.
  19. Which is nothing more than a load of crap. I say retire the setting and start anew, like they did with Eberron. A brand new campaign setting for a brand new version of DnD. Or you can get over it.
  20. Who's going to fund it?
  21. I can't agree that combat is their strength. Not sure what they're aiming for, so I can't excuse or qualify their designs. But it's not exciting. Jade Empire was definitely not exciting in the combat department, though all the clicking implies it wanted to be. At the very least, they should hopefully be learning and getting better at it.
  22. The Black Hound is too far off from D&D rules to be approved by WotC. It'd be interesting if he got some extra help, though. Community, coworkers, whoever. If he had time to organize such a thing.
  23. They kill her to justify changes to magic in the setting.
  24. 1) If she stays dead. 2) If the designers/Ao decrees it. There will be magic. Period.
  25. I'm always of the opinions that romances in games are juvenile. Lesbian romances, on the other hand, are perfectly mature.
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