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Pope

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Everything posted by Pope

  1. First and foremost, I want my stronghold to play differently each playthrough. I don't need different strongholds for each class like BG2 offered, but I would like to be able to customize the stronghold according to my class. Some suggestions: If I'm playing a fighter I want to add a blacksmith that can improve my equipment. If I'm playing a wizard a want to add a library to upgrade my spells. Stuff like that. I might even want to add a library when playing a fighter to upgrade my companions' spells. But I should not be able to add all available upgrades at once. I want to feel like replaying the game to build an entirely different stronghold. The stronghold should also come with quite some sidequests, some of these also depending on your class (or better: on the upgrades you chose to build). The outcome of these quests should have an effect on the main storyline. In the same lines NWN2 allowed you to spend money on your army, but it should go further than this. The outcomes of your decisions regarding the stronghold quests should not be crystal clear and seemingly easy decisions should have hidden catches later on. My last request might be a bit trickier, but have the stronghold be optional. Some of my characters might not be interested in the hassle of managing all this stuff and prefer to just go out and adventure.
  2. Post-game is fine, but I definitely want added content to the main game (companions!) to encourage me to replay the game.
  3. One thing is certain, it won't be a Paladin. I never ever play Paladin. I like playing opportunistic characters.
  4. Too little information to decide right now. All I know is that it'll be human, as I always have a hard time roleplaying anything else.
  5. Themed floors are nice as long as they're all actually connected to the dungeon's main plot and not random stuff the designers thought were cool (which is the vibe I got from Watcher's Keep).
  6. This was my main concern as well. Somehow related to this, I would like to request that no companions are mutually exclusive. Disagreements are fine, but there should be a way for the player to reconcile those.
  7. I've already changed my mind about that. Some of my suggestions were: - split the 15 levels into different segments, each (or some) locking you off, and with exits after each segment - lock off optional parts of the dungeon Either way, it would be nice to see at least a few successive locked off levels.
  8. You mean, Planescape: Torment Dungeons; Icewind dale dungeons: Baldurs Gate Dungeons: Temple of Elemental Evil Dungeons. ie. The dungeons in the very games that PE claims to recapture the magic of. You can freely exit all the dungeons in those games at will. Even if you don't count the Underdark as a dungeon, I'm pretty sure you couldn't exit the Beholder's Lair (Unseeing Eye quest), Astral Plane, Planar Sphere and Werewolf Island. There's probably more. This is nonsense. Your party is a team of adventurers exploring a massive ancient ruin. In the real world, it takes years to fully complete such a task. You don't just go and do it all at once. You make planned forays and expeditions into it. It can take a lifetime. or several. No I agree with motorizer. Real world arguments are invalid here. There are no elves and dwarves in the real world either. If this dungeon is advertised as a mega-dungeon, it's only normal that some of us just want to marathon through it. Note though that this is unrelated to the issue of whether or not to place shortcuts throughout the dungeon. I can actually live with those. But I dislike the prospect of split segments that are clearly designed to finish at different times throughout the game.
  9. I never undestood all those complaints about NWN2's camera. All it took was some adjusting in the options. iirc, I used strategy mode, unlocked the camera from being fixed on my character, made sure the camera didn't rotate when moving the cursor to the edge of the screen, and set the scrollerwheel (when pressed) to rotate and change the angle (which went nicely with scrolling for zooming).
  10. Ooh, there was this skill in IWD2, Spellcraft I believe, which allowed you to see which spell your enemies were casting.
  11. Not an IE mechanic, but one of the few things I liked about Dragon Age were the spell combos. It would be nice to see something similar in PE.
  12. I just want to add that even though I feel you should not be able to choose what your companions say, they should have many interjections.
  13. I'm just not keen on any inherently evil (or even good) race. Please name me one evil culture in the real world.
  14. In other words, we're now splitting hairs. There's no real difference between placing an exit at every level, vs. placing an exit every few levels. The thread starter (after a few pages of debate) has now said that the latter is a-ok! but the former is not. Points of no return are plot-based mechanics that can be brilliantly done near the bottom of the dungeon to great success. But I shudder at the notion of a friggin 15 level mega dungeon having a point of no return as soon as you enter (which is what the OP suggested) Points taken. Next suggestion then (we're getting there!): Split up the dungeon in different segments, each with their own point-of-no-return and exit after completion. Include autosaves before entering.
  15. And that is not an option for me because: What an adventurer are you, when you go in the part of dungeon that you know cant be escaped, and there are known point of no return? You go there simply to get traped? Realy....answer on that - stupid dead anventurer This, my friend, is what separates the men from the boys. And also because this is a game and I expect there to always be an exit.
  16. Huh? I'm not suggesting having only 1 entrance / exit. I'm just suggesting no exits at every level purely for the player's convenience. So basically You're in favor of a complete suspension of Logic, engineering basics, and consistancy of lore, simply so that all players must be shackled and held prisoner in this dungeon. That's not what he's suggesting. In fact, there's two different issues at hand here. First, there's the issue whether to have an exit at every level. Second, there's the issue of points-of-no-return. I might be guilty of introducing the second one. Maybe that should be a different topic.
  17. And so "no point back" it is not hand-holding?... Hm, i think yes, it's not, it's a railway I don't see what is wrong with a little railway once in a while, as long as most of the game is non-linear. There are certain things in life that just require you to sit them out. It can make the achievement all the more rewarding. It's just not logical. You don't see wrong in little railwaing once in a while, but what with wanting at the same time AND no hand-holding with exits AND railwaing to no turning point situation. (as Piccolo says) I'm not sure I understand what you're saying here. Are you implying that no hand-holding and a point-of-no-return are mutually exclusive? I definitely agree that a point-of-no-return limits your options to return and can thereby be qualified as a form of hand-holding, but the "hand-holding" doesn't need to go any further than that as I showed in the part of my post that you conveniently ignored. I understand that you want complete freedom at every point in the game. But consider for a moment how logical/realitic that is. There should definitely be a lot of freedom in most parts of the game, but complete and total freedom to go and stand where you like just smells like a huge immersion-breaker to me. Okay this post was a bit ill-constructed but circumstance forced me to finish it without review. What I'm trying to get at is that, at certain points in the game, I can really appreciate the feeling of being trapped inside a dungeon and having to sit it out. I can understand that not everyone feels this way. So I have another suggestion: What if some optional parts of the Endless Paths offered a point-of-no-return? Yes, I am basically using the "well it's an option so if you don't like it don't use it"-argument against people that want an easy-to-access dungeon
  18. And so "no point back" it is not hand-holding?... Hm, i think yes, it's not, it's a railway I don't see what is wrong with a little railway once in a while, as long as most of the game is non-linear. There are certain things in life that just require you to sit them out. It can make the achievement all the more rewarding. It's just not logical. You don't see wrong in little railwaing once in a while, but what with wanting at the same time AND no hand-holding with exits AND railwaing to no turning point situation. (as Piccolo says) I'm not sure I understand what you're saying here. Are you implying that no hand-holding and a point-of-no-return are mutually exclusive? I definitely agree that a point-of-no-return limits your options to return and can thereby be qualified as a form of hand-holding, but the "hand-holding" doesn't need to go any further than that as I showed in the part of my post that you conveniently ignored. I understand that you want complete freedom at every point in the game. But consider for a moment how logical/realitic that is. There should definitely be a lot of freedom in most parts of the game, but complete and total freedom to go and stand where you like just smells like a huge immersion-breaker to me.
  19. And so "no point back" it is not hand-holding?... Hm, i think yes, it's not, it's a railway I don't see what is wrong with a little railway once in a while, as long as most of the game is non-linear. There are certain things in life that just require you to sit them out. It can make the achievement all the more rewarding. And the dungeon doesn't even need to be strictly linear. It could be a maze, for example, or there could be different ways of approaching it. Having to go from the beginning to the end without being able to return doesn't necessarily have to imply linearity.
  20. And how that is better than this?: HOWEVER somewhere inside the dungeon there is a point of no return (and it might be make this very clear to the player in advance). Henceforth starts the hardcore part of the dungeon, with the only way out being to go deeper. This would be similar to the Brynnlaw -> Underdark portion of BG2. Of course this should not imply a lack of opportunities to rest/restock, since deep inside the dungeon there would be small settlements for the party to interact with. Why do you want a railways to make you stay there, but not a great storyline as a driving factor for you to want go down? Because it adds to the immershun.
  21. Okay how about this: The first few levels (let’s say 5) allow easy traveling back and forth, possibly even with shortcuts. These are the levels that have already seen quite a share of adventurers. Some of these adventurers have made it further than others, and some might have even created their own shortcuts back to the surface to allow for fast travel. HOWEVER somewhere inside the dungeon there is a point of no return (and it might be wise to make this very clear to the player in advance, perhaps even make a pre-point-of-no-return-autosave for good measure). Henceforth starts the hardcore part of the dungeon, with the only way out being to go deeper. This would be similar to the Brynnlaw -> Underdark portion of BG2. Of course this should not imply a lack of opportunities to rest/trade, since deep inside the dungeon there could be small settlements for the party to interact with.
  22. I don't like the idea of having companions act as the spokesperson. I liked the way SoZ allowed you to switch characters in dialogue, but unlike SoZ, PE is supposed to revolve around the player character. Being able to choose what your companions say implies you are roleplaying them as well. You should only be able to roleplay the central hero of the game. IMO *** eagerly awaiting the first person to say: “I don’t understand why anyone could be against this option. If you don’t like it just don’t use it.” ***
  23. although I share the same enthusiasm, imagine having a 30 hour optional piece of content here...thats a hell of a lot more gametime than many other games have in their entirety. you just NEED to break up this huge piece of content into chucks that may be "consumed" in seperate sittings and you cannot simply lock players in to such a huge dungeon There are more elegant ways of breaking it up besides locking the door. All you need is a good pacing of combat, puzzles, revelation of lore, and maybe the occasional underground settlement with dungeon denizens to trade/converse with.
  24. To be fair, "PC and companions at zero stamina = game over" and "all enemies in a group have zero stamina = dead group" is a consistent application of the rules as we understand them... Of course, that makes sense, thx.
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