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Rostere

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Everything posted by Rostere

  1. Like I have stated earlier, I'd rather see PC options dealing with sexuality as a whole to be rather downtoned. This is not a dating simulator and I want the player's options to express sexuality to be limited, regardless of orientation. However, there are interesting themes within sexuality to explore from a societal and cultural point of view. Those of us who have read Ursula K. Le Guin's "Left Hand of Darkness" will know what I'm talking about.
  2. Don't know if you can do symbolic links in Windoz but in Linux you'll be able to replace your saves folder with a link to a cloud synced folder. It's a bit tricky, but manageable...
  3. Avoiding the ridiculous sexualization of women is very important to me. Let this be a game taking place in a realistic, coherent fantasy universe. Look to Arcanum for inspiration in this.
  4. Why always? Doesn't seem very logical. Sometimes being evil pays off, even in real life. Why do you think there are millionaires and billionaires? Not saying they are evil, but most of them definatley did something out of own interest and ended up having **** loads of money without any definite "backlash". As should an high- Int high Cha character be able to trick and use more stupid NPCs for his own ends. If you're very intelligent, you will find many ways to amass wealth in the modern society. You're talking about the equivalent of a high- Str high- Dex sportsman having success in sports... I'm not really seeing the problem here...
  5. It would be cool with a "Balance of Power"- type minigame for managing your castle.. (I hope you've played Balance of Power!).
  6. One good approach would be if the entire spectrum of choices was chosen from a set of ideologies - for example the Factions in Sigil in the Planescape setting or the different groups in Fallout: New Vegas. Some of these ideologies are of course bound to be more "evil". Also, I would like for the devs to speculate about the true meaning of "good" and "evil" as "constructive" versus "destructive". A destructive choice will always benefit the PC in the short term, but will result in much harder problems later - a "backlash". A constructive choice will require more effort from the PC, but won't leave any long-term problems. For example, people hate doing fetch quests. An alternative could be to just kill the quest giver and take whatever you need from him/her. This will probably result in the PC being alienated with the quest giver's faction, which might result in them teaming up with the PCs enemies, not offering the PC support later in the game, or something similar. The point is that by taking the "easy" or "destructive" way out, you will have created a harder game later on. Too often, "good" or "evil" are only different flavours of the same solution to a problem. Also, evil ways of solving problem are often shoehorned in when they don't make any sense for many kinds of evil PCs. Chaotic Evil: Inflicting harm upon others with no apparent gain for yourself Evil: Inflicting harm upon others when this confers short- term gains upon yourself Lawful Evil: Doing good to others when common sense dictates this, no objections against inflicting harm upon others if reason seems to allow this This is the essence of the difference between stupid/psychopath/chaotic evil and realistic evil, which shouldn't be clumped together because they're entirely different things. When the choice is between a constructive solution and a reward of a "blue, knightly sword" or a destructive solution and an equally balanced "black, villainous sword" there is no essential choice between good and evil. The evil reward should always be larger and more tempting, but with the danger of having later consequences, because that's how evil works in real life. I want good and evil to be two distinct kinds of gameplay, two entirely different approaches, two unique ways of solving problems - not just different flavours. Sorry for my rambling, I wrote this while my GF was distracting me
  7. I don't really know who the audience for a translation would be. If you're intelligent enough to use a computer, you probably also know English.
  8. I was basically raised on the IE games, so I consider RTwP the ideal system. Also, in BG there was always the option to autopause at the end of rounds. The true strength of RTwP is the simultaneous action, without with we don't get realistic tactics.
  9. The only thing the OP has got right is that class- based character creation systems are limiting and boring.
  10. I wouldn't mind more large women in games tbh As for athletic you don't want someone like this? Olympic heptathlon champ. Now I got all these images in my head of the shot put woman beating the **** out of the heptathlon champ. Sure, the girl in the image above looks athletic enough, but she would probably still be more of a Dex- based fighter than a Str- based one.
  11. I would like EVERYTHING about all the things we take for granted to be explained in in-game lore. Why are there elves, dwarves and humans? Are they related, or were they created in different forms by gods? How does magic work? Are there different forms of magic? How does the cosmology look like? Why do the cultures look the way they do? How are the different countries ruled and how does this impact their inhabitants? Arcanum was great in this regard and I expect nothing less from this game.
  12. Please don't waste any money translating the game. Only do that if you think you can get additional funding to the project to more than compensate for the effort.
  13. Physical close combat fighting class. Bard/Rogue class with focus on non-combat skills, stealth and ranged combat. The rest of the classes should be different kind of magic users, depending on how magic works in the game world.
  14. Well, at least they don't have any translations of the game planned! That would truly be a waste of money. I'm very saddened to see that they've settled for a class-based character creation system and multi-platform support however :'(
  15. Silly armour is silly regardless of whether it's a fantasy game or not. Look for Arcanum for a perfect example of how this is handled in a RPG. Female physical warriors are a very rare exception in game. Female characters get a malus in Strength and a bonus in Constitution which in-game translates into less physical damage and HP and more mana (okay, the Constitution part is a little bit arbitrary, but you get what I mean). I wouldn't mind female characters getting a malus in Strength and a bonus to social skills. I often find women are better than men on verbal skills, and on reading people's feelings and motives. Now all of this does not mean that it's not POSSIBLE to create a strong female warrior, only that it's harder, just like it's harder to create a dwarven mage (in a setting where dwarves are not attuned to magic). In D&D it's harder to create a half-orc wizard, for good reason. D&D has an overly simplistic and combat-oriented character creation and the only reason I can think of that women and men do not have different stats is that it would be hard to model the female advantages in the system. Also, I can imagine species where the genders are not so differentiated as humans are. Elven males and females might have the same stats, for example. If human males and females have the same stats I want that to be explained in the game lore.
  16. I would love to have some randomness, but I'd like to have Baldur's Gate style looting system as the starting point. If I loot a magic sword, then I want that sword to have been used by the character I just defeated - not like in Diablo where the loot has nothing to do with the enemy in question.
  17. Yes! WTF? Where the heck does this come from? Chainmail bikinis in Project Eternity would feel just as stupid (and unrealistic) as half- naked women with flak bikinis in a Modern Warfare game.
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