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zlarm

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Everything posted by zlarm

  1. Weren't BG spells essentially on a 6 second cool down timer (given that BG is on a 6sec/round system)?
  2. I'd rather they focused on weapons doing dmg to different armours/creatures then a weapon vs weapon system. Ex: crushing weapons better against plate armour and skeletons, swords better against leather armour and lfeshyy creatures etc...
  3. Very interesting. I never played ToEE... wasn't it turn based though. I can easily see how you could implemetn spears like that in a TB game but a real time with pause I thinkg would be much more difficult
  4. I remember reading somewhere that just one of DA:Os finishers (probably the ogre one) took 3 weeks to implement.... so I don't think that kind of thing is in the budget for PE.
  5. Well your original post states "Allow conjurers access to most if not all of the creatures found in the gameworld" so thats really where I think the balancing problems come in. DA solved it partly by reserving some of your mana AND partly by not letting you summon just any creature found in the gameworld. For example you should never be able to summon a creature that would pose a significant challenge for you to fight. Look don't get me wrong I'm all for diversity in spell choice but balance needs to come first.
  6. I think the first poll is a bit silly. I'm most excited finding a unique item of the type that I don't have already i.e. if I don't have a unique necklace yet then I would be most excited to find that. And I'm not really sure what kind of feedback this is supposed to give. Going by the results of this should the devs focus only on unique melee weapons cause they're the most "rewarding"?
  7. I'm probably braving the fire here but I'd like to see coop as a stretch goal.
  8. I like a lot of ideas in here but I think some of them might be a bit difficult to implement. For example I am uncertain how your spear example would work. You say spears should work better at a slight range and worse at close quarters but how would you ever implement this in an IE game. If you send any spear bearer against an enemy melee fighter they will be fighting in close quarters (meaning the spear guy suffers penalties)....but again this is completely unrealistic because part of the draw of the spear is that it helps keep the enemy farther away from you i.e. it's hard for them to get to close quarters. The only way I see this system working is to say give spear bearers a boost to armour class because enemies won't generally be getting as close and therefore not doing as much damage. As for things like parry riposte I could see it working in a turn based game...or maybe as a skill that triggers automatically but as a manual input, you'd have to spend all your time micro managing your fighter and then your mage would be left standing around.
  9. As much as I still enjoy playing BG and IWD etc.. and I'm fine with their graphics it would be nice to see what they can do today with the 2d backgrounds given that we're 10 years past the IE games.
  10. If you wanted to implement that sort of thing properly you'd probably need to do the whole game about it i.e. the only class you can choose is a mage who can shapechange. Theres no way they could assign that many resources to one class.
  11. I don't get why people say you don't need balance for a SP game. I would agree that you don't need as much balance as a MP game but classes definitely need to be more or less balanced. Otherwise theres no good way to set game difficulty. If a warrior/mage is just as good as a warrior bur also has spells to cast they would need to make enemies very difficult to offer a challenge to this character but then a regular warrior would without a doubt struggle the whole game. Similarily if you balance enemies to the warrior then the game becomes a cake walk for mage/warrior. Secondly it doesn't make logical sense that a mage/warrior is as proficient a warrior as a plain warrior of the same level. How can someone who focuses on two skills be as good at one of them as someone who focuses just on the one?
  12. To be honest what you're proposing sounds like it would make summoners extremely OP. Unless summoners are incapacitated while the higher level creatures are summoned (or something of that sort), summoning would allow you to have a very powerful creature plus a fully functioning mage. And that assumes theres a limit to the amount of creatures you can summon. You're also talking about running around full time with an animal companion.....aieaieaie. How would you ever balance say a fighter or anyother class against that?
  13. Spears and staffs are the main two for me but also assortment of sword, flails, halberds would be nice. My main concern is they include to many weapons and don't differentiate them enough from each other....I don't think theres much point in having 4 different types of swords which all serve the same function (say moderate dmg and moderate swing speed). Hopefully they'll make enemies more resistant to certain types of dmg than others. For example skellies much more resistant to swords then flails etc... which adds an additional layer of tactics and encourages players to try (and keep) a variety of weapons in their inventory. Having to many weapons can also cause problems if they include weapon specialization feats (a personal per peeve) and then don't provide enough unique weapons for each weapon type, making your fighters whip specialization a complete waste (this was common in BG).
  14. I'd like to see MP if they can fit it in. Even if it is 'bad quality' like the IE games that would be fine with me.
  15. There's quite a few 'semi-unique' classes that I've enjoyed over the years (assassin, mage hunter, monk type, archer) that it would be nice to see implemented in Project eternity, but my one main wish would be for a properly implemented shifter class. By this I don't mean some druid type class that can also shift to some (generally useless) animal form once all of their spells are gone... but a class that can shift into a variety of interesting shapes (animals sure, but maybe also slimes, assassins, goblin archers, golems, variety of undead, and at high enough levels spellcating demons etc...). I think it was the Shadows of Undertide expansion for NWN that had the best shifter implementation I've seen and that was still somewhat mediocre (don't get me started on the shapeshift spell in NWN, or any of the shifting in NWN2 and especially DA:O). The main mistake I commonly see with shifting in games is that they don't give you any of the special abilities of the new form (i.e. you shift into a dragon but can't cast dragon breath, or a basilisk with no stone gaze) which pretty much kills the fun of it.
  16. I can tell you I'd rather not have a villain who is evil just for the sake of it. He should have a believable reason for doing the "bad" things he does (Irenicus and Saerovok fit this bill). Or maybe he should just have a conflicting goal (ala withcer 2). Most importantly he should be well fleshed out.
  17. I'm against both full VO and no VO. Full VO takes up too much resource (and well its already been confirmed that PE is not full VO). That said I would like the limited VO seen in the BG games. Think of how much a little VO added to some of the characters in BG (particularily Saerovok, Edwin, Minsc, Irenicus etc..)
  18. I was fine with the way the IE games looked and the ones posted by the OP. I don't want to get too into the 3d vs 2d argument that seems to have taken over the discussion the 3d games posted by zeckul also look great but what kind of budget did they have? The witcher 2 undoubtedly had a much larger budget then Eternity ever will (not sure about Trine or Anno). They might have chosen to go with 2d because it's much cheaper and easier to implement (just a guess? I'm really not sure).
  19. Loved this in BG2 but I agree that it's better if you read some cryptic scroll that gives you clues to the peices locations and although its not necessary to read the scroll to get all the peices maybe osme of the peices are very hard to find unless you follow the clues.
  20. I'd also like MP if its at all possible... It doesn't ahve to be pretty I know the MP in BG and Bg2 were termed poorly implemented but that kind of thing would be fine for me
  21. Good update. I'm a big fan of fighting other adventuring parties. Always a challenge and always worth the reward (great loot!).
  22. I don't get why people want to beta so bad. Why would you want to ruin the story for yourself on playthrough thats bound to be frustrating because of all the bugs and issues? But I guess different strokes for different folks an all. Anyways as someone else said more beta testers doesn't = less bugs in game. Past a certain point additional beta testers just means additional work and funds.
  23. As someone else pointed out turning a whole race androgynous seems like a rather important decision with a myriad of dialogue and world consequences so I think that its unlikely. As for adding some sort of elemental race that also seems lie it would require much work... In the sense that people would have to react to you differently (meaning new dialogue options,different story elements etc...). And I think that really is the kicker. They could include an option during character creation for transgendered people but whats the point if the world won't react to it?
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