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Karranthain

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Posts posted by Karranthain

  1. Who ever the composer, though, I wouldn't want the music to be like in the pitch video where it souded good (to me) but kinda generic. I'd want the score to have some experimental bite to it; something nonconventional. Arcanun did great (imo) with the minimalistic approach, and PS:T did likewise great with the Mark Morgan ambient touch, for a couple of examples -- and that's the sort of thing I'd like to hear in PE too, something that strays at least a bit from the basic fantasy orchestrals.

     

    Yeah, I agree. I got strong Warcraft vibes when listening to the soundtrack (the choir, the general "epic" feeling).

  2. (a) Fire it, dump it and draw your melee weapon (cool, it's like a spell really in some respects)

    This is how they worked in Darklands, for the most part. You could have someone with a Brass Handgun continue to fire during combat, but typically you used them immediately as party/volley fire to mangle the most heavily armored target. The guns simply took too long to reload to use continuously, so party members would usually switch to melee immediately after.

     

    Hope it works the same way in Eternity!

     

    Makes firearms unique and opens up interesting gameplay options.

  3. A musket takes 10-15 seconds to reload in real life. If I recall correctly some spells in BG2 could take that long to cast. If you are able to keep your firearms character out of melee I think that justifies being able to reload and deliver a high-damage attack two or three times during the fight.

     

    Absolutely. But 10-15 seconds is a long time in a fight, so the player would have to make a decision - is it worth it? To further complicate things, it could be interruptable...

  4. We need more Justin Sweet in this topic :

     

    3180187042_b11bd610cc.jpg

     

     

    Perhaps the best Paladin portrait ever.

    i always liked this pic but is this book levitating cuz i can see his hands holding it also left arm is somewhat strange

     

    Yeah, the arm's slightly too long I think. Still an amazing piece of artwork, however. I particularly like the armour design. And the fact that the portrait screams "Icewind Dale".

  5. THAT. I want rain spells, and I want them to be useful (besides the obvious "increased damage of frost/lightning type attacks").

     

    Yeah, that's another nice thing. Weaves in nice opportunities for some not so obvious spells.

     

     

     

    But guns can work in rain, just not as reliably.

     

    True enough, but I think it'd be bring some interesting opportunities. It could be a high chance of failure instead?

  6. Someone posted about certain armor-weapon combinations that work better toghether, and that is one thing I'd like to see. One another thing I'd like, would be that armors have % ratings when it comes to different weapon types. For example, a plate armor would only take 75% damage from slashing weapons, while taking the usual(100%) from, say, blunt weapons.

     

     

    Yeah, definitely. For an instance, rapiers wouldn't work too well with full plate armour.

     

    I agree about the armour ratings as well, that'd make no type superior to others, just different.

     

    But then guns. I'd like them to be like summoning a demon without casting protection from evil first. It can prove devastatingly effective, or it can backfire in a way most horrid.

     

    Exactly! It's a piece of uncommon and very new technology. I've mentioned Space Hulk boardgame before, jamming mechanics brought amazing tension into the fights.

  7. Here's one of Feargus Urquhart's answers in the Kickstarter comments that might be relevant to this thread:

     

    So romances. We are talking about them and seeing how we want to handle them. That's not a great answer I know. I do think that if we get another writer on board that we are talking right now (maybe an announcement soon on that) we will be able to talk about them more.

     

    I really hope he's talking about ZIets (and not David Gaider). :p

     

    He most likely was. Ziets has strong ties with Obsidian and he has expressed his willingness to participate.

     

    Plus of course, he fits right in, with MotB being the closest thing to Torment.

  8. Good topic, you might find this one interesting too :

     

    http://forums.obsidian.net/topic/60205-weapon-mechanics/

     

    We're discussing various mechanics aiming to make each weapon unique.

     

     

    This also applies to weapon upgrades within "type". A longsword +2 is universally superior to a longsword +1. I think things get more interesting when an upgraded weapon is slightly inferior to its antecedent in one way. The more the player stops and makes a consideration of the pros and cons of using one weapon or another, the more he or she is problem solving and engaged in what's going on. If choices ever become no-brainers, they aren't really choices, and I think that can detract from the enjoyment of the game.

     

    This, I feel, is especially important. Great post!

  9. One thing I'd like to suggest is getting some really good combat animations. That's one thing that was never really done well in the infinity engine games. The Witcher did this very well and included historical fencing techniques which were common at the time but rarely seen in today's movies and games, like half-swording and holding the sword by the blade like a hammer. If combat is going to be a big deal in this game I don't want to spend a lot of time looking at the same three swing animations.

     

    That's another important thing, I agree. This reminds me of this great scene :

     

    http://www.youtube.com/watch?v=27M5KWI_q50

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