Jump to content

Irx

Members
  • Posts

    36
  • Joined

  • Last visited

Everything posted by Irx

  1. I'm ok with it unless its something annoying (like hp drain) and/or can't be avoided with clever mechanics (warm clothes to avoid blizzard, or magic etc.)
  2. I want a good ending where good stands for quality, whether happy or not. Asking for a sad or depressing ending is just a matter of personal fetishes and its not any better than a happy ending, in general.
  3. What I'd like to see is how inability to make difficult choices can lead to terrible consequences. ME with its paragon/renegade concept kind of promised it, but the devs were too afraid to punish players who want to be heroes and always be good and never fail, which made renegade just a jerk, since sacrificing something was a useless choice, when you could always excel at everything and save everyone.
  4. Though I haven't replayed PS:T for a couple of years, I do remember a bit about PS:T romances and don't agree that they are just "some flirting" and uncompleted. Do they follow the bioware formula for romances of late, like "flirt after a mission - get a character mission - another flirt - sex before the final battle" crap? No. But they are more than just flirting. Anyway, if there are romances in this game, I hope they're going to be creative and don't follow the same gameplay template like bioware always does.
  5. What I don't want are random rolls to determine success, anything else is fine.
  6. Imho, a house is probably the worst thing for a player base we can get in a game inspired by Infinity engine series. This is not a TES-like sandbox, so a place to dump stuff and trophies and "rp" is not really required. At least, not in a manner like it is done in TES/F3/FNV. Keep it simple: - A car in Fallout 2. Basically just a mount + additional inventory. - A camp from DA:O. - A pocket dimension from BG2:ToB. The latter two could use a lot of improvement, but the ideas are interesting. Or not: - A house in Drakensang. Not really fun, barely useful - and completely utilitarian. The one in DA2 is similar. - Strongholds in BG2. The fact that they are class specific is fun, but imo its too much work for too little output: wouldn't a single but much more developed stronghold with options for different classes/characters be a better idea? - ...which is basically what we got in NWN2. Which was kind of clumsy and felt like a minigame. This could be fun, but requires a lot effort to make right. Basically, I'd like to either keep it simple, or a real addition to story/gameplay, but not something in-between, like a gimmick house to keep stuff/decorate and collect companions in. Also, a citadel from Siege of Avalon or a castle from Ultima Underworld 2 are good examples of how to catch the right atmosphere for a player base.
  7. If I don't get any special bonus for my steam pre-order, which will be a year old by that time, I will be very very very disspointed.
  8. Why do customers always learn everything last, I hate such uncertainty. Especially considering whether to cancel preorder or not.
  9. I still find it weird to ban the whole country due to spam bots... Well, at least the gmail account I registered years ago will have some use now.
  10. I've spent 20 minutes trying to register here until I found that forum forbids all addresses in *.ru domain. I hope this is a bug...
×
×
  • Create New...