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Karranthain

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Everything posted by Karranthain

  1. 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. 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.
  2. I really hope he's talking about ZIets (and not David Gaider). 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.
  3. 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, I feel, is especially important. Great post!
  4. That's another important thing, I agree. This reminds me of this great scene : http://www.youtube.com/watch?v=27M5KWI_q50
  5. I was thinking that the game could use original ID I & II portraits as well, for a greater variety.
  6. I like those ideas, they'd further reinforce the "high risk and high reward" playstyle of firearms. When you think about it, Wild Mages were somewhat similar in BG2 and I think plenty of people enjoyed playing as them.
  7. Take a look at this topic friend : http://forums.obsidian.net/topic/60122-stretch-goal-hire-justin-sweet-to-make-portraits/page__st__40
  8. About mechanics, you might find this interesting : http://forums.obsidian.net/topic/60205-weapon-mechanics/
  9. I don't think it limits creativity, I think it just promotes good and thoughtful design. There's plenty of room for artistry.
  10. I don't have strong views on this issue, but I'd just like to add that I don't think that every movie or a game should include them just because.
  11. Speaking of firearms, check out this topic for some thoughts on their mechanics : http://forums.obsidian.net/topic/60205-weapon-mechanics/
  12. With this confirmation, I though I'd add some of my thoughts on firearm mechanics. First of all, one thing that's worth pointing out is that most games featuring those contraptions make the mistake of treating them like reskinned bows with different animations. I find such design majorly flawed; not because it's unrealistic (it obviously is), but mainly because it's a missed opportunity. I feel firearms should operate differently, simply because it opens up interesting gameplay options. With that said, here are some ideas (and again, some are largely obvious, but I'm including them as well to present a coherent solution) : 1) General thoughts : Firearms should deal devastating damage, particularly at close ranges; gunpowder based weapons' niche should be primarily armour penetration. They're also quite easy to use effectively, even with little training (unlike bows). Such power comes at a price, however. Effective range should be fairly low and there's always a risk of a misfire (more on that later). 2) Reload time : In order to further differentiate firearms from other projectile weapons, reloading times should be fairly long (that'd also balance the devastating damage dealt by those). Generally speaking, once a firearm is discharged in a combat encounter, it means it probably won't be used again in that particular clash. Unless, of course, the player elects to reload, which should be fairly time consuming (not prohibitively so, but long enough so that that decision wouldn't be made lightly). E.g. Pistols would be usually used as a close range weapon, to quickly dispatch a foe; misses would be costly, however. Unless the user is festooned with them. That, I think, would be in line with what Josh has said about firearms (i.e. "Their use is uncommon and for specific purposes"). 3) Misfires : While powerful, early firearms could also be dangerous. There should be a chance of weapon not firing at all, or even (in very rare cases) blowing up. Rain should render guns unusable. That'd not only reinforce their uniqueness, but it'd also serve as a balancing measure. On top of that, it'd bring wonderful tension into combat (Space Hulk anyone?). 4) Affecting morale : If there'd be morale checks in combat, firearms should definitely be considered frightening, particularly because they're supposedly uncommon in the game world. 5) Keeping in line with the unique critical hits effect idea : Firearms would deal 200% more damage on critical hits and ignore armour completely. Strength lies in *knowing* your avatar.
  13. Since funding has slowed down considerably, I believe this project needs to announce some really enticing stretch goals - and I strongly believe this one qualifies. After all, one of the game series that they want to bring back (figuratively speaking) with this title is Icewind Dale.
  14. We need more Justin Sweet in this topic : Perhaps the best Paladin portrait ever.
  15. Another important thing, I feel, is that various cultures in the game world should have their own, distinctive and consistent look. It might take a bit of work, but I reckon it's very much worth it.
  16. The topic, as promised : http://forums.obsidian.net/topic/60205-weapon-mechanics/
  17. Claymores, who doesn't love them? Unless, of course, you're subjected to crushing damage yourself.
  18. In most cRPGs weapons are usually fairly similar to each other; most of the time the only difference is the amount of damage dealt. I think every weapon type (well, within reason of course) should offer a unique set of boni and (ideally) ought introduce a different playstyle. Here are a few ideas and suggestions (some may be obvious, most are pretty abstract, so be warned) : 1) Weapon reach : e.g. Pikes or Spears should allow your team members to attack from a greater distance, confering a serious advantage in some cases, but becoming a liability in close quarters. 2) Critical hit effects are different for each weapon type. E.g. : a) Greatswords would deal 200% more damage on critical hits and have a 5% chance to dismember the foe, resulting in an instant death. b) Rapiers would deal 100% more damage on critical hits and apply a bleeding effect. c) Hammers would deal 150% more more damage on critical hits and stun the target. 3) Smaller and generally obvious things : a) Different damage ranges (e.g. Greatsword 1d10x2, Longsword 1d6x3 - this would result in a vastly different performance. b) Armour Boni and penalties - (e.g. Swords are worse at piercing chainmail, but great against leather, Rapiers are useless against plate). c) Various speeds - self-explanatory. d) Weapon perks - (e.g. Greatswords are harder to parry, Pikes can impale, Pistols can jam). e) No weapon type should ever be considered "the best". They should all have their uses.
  19. Absolutely, it's the closest thing to Torment any game has ever got.
  20. I agree, MotB is easily the best game Obsidian has made, in large part thanks to George. I think he'd help secure more money as well, so it's a win-win situation.
  21. Yes, they are. Which would be an even bigger reason to hire Justin Sweet. He'd coming home, after all.
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