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FlintlockJazz

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Everything posted by FlintlockJazz

  1. You know, a setting with the races from the Dark Crystal could be interesting... Gelfling!
  2. I don't recall there being a swamp in the IE games, which just makes me want one even more since it could look so cool and fairytaleesque. The ones in the Witcher games and even NWN2 were awesome I thought.
  3. The Rabbit approves. I have spoken, so it shall be!
  4. That, sir, is very very wrong, well done! :D Honestly it puts it in perspective, your typical adventurer is pretty much a sociopath who goes around murdering people for loot, so this is a logical extension...
  5. You know what I would love? If they made one of the romanceable females really unattractive! And I mean really unattractive, and then make her romance the best one. We always get supermodels as romance options, be different for something more 'real'. Plus I want to see how many are indeed just after eye candy and sex! :D
  6. I dont see any reason this would have to be true. Why don't you see any reason? Devs will not waste resources on descriptions that won't be relevant and may cause confusion to players (seriously, that has been used before). Either they will need to find some way for the description to change or not bother at all.
  7. Why restrict them to mace? That part never made sense to me, let them use a multitude of weapons or weapons special to their god (historically no one was restricted to blunt weapons)
  8. The dunce hat is also not the pointy hat I refer to. This is the pointy gandalf hat wizards wear: Notice the wide brim ideal for keeping the rain and sun off you (essential for travelling) and the point sweeping backwards instead of straight up? That's because it's awesome.
  9. then don't use this option. But whether they use the option or not, the option being there influences the design since the devs will not put in any description that can wind up not being true due to this mechanic, resulting in your desires affecting his game. Just putting it out.
  10. I don't want to use a New Game+ but I wouldn't mind others having and using it as long as it doesn't affect my own subsequent playthroughs on new characters. DAO did impact my subsequent playthroughs by having the prestige classes (forget what they were actually called) that you unlock in one playthrough become unlocked in all of them, so if you got Templar on one playthrough you'd start with the option for it on a new playthrough. I do NOT want this, as I like to keep what my characters do separate. I know someone will say that I don't have to take something just because it's unlocked, but then it means keeping track of which character actually unlocked what and makes the whole thing feel 'videogamey' (plus I'm certain they set the specialisation points based on it being unlocked on other playthroughs too).
  11. It was a fun game, and although I'd agree it would have been improved with more areas to explore, in my view it would have been improved even more with a greater number of side quests. It certainly never felt like there were too many quests in the game. I love games with hundreds of quests, the more the better, even if they take place in some of the same areas. Aye as I have seen others on these forums say I found the sheer number and quality of side quests in chapter 2 of Baldur's Gate 2 to be one of the best things about it that I spent as much time doing that than actual main plot (though I personally usually waited until you get back from the Underdark to do them to avoid Imoen who I always feel obligated to bring along doesn't fall to far behind). DAO's side quests, what there were of them, consisted of "While you're doing the main quest, could you pick up this item that you'll find yourself falling over anyway for me? Thanks!" You didn't get areas like Trademeet that were entirely side quest only and yet were still incredibly detailed and had amazing characters and events, though DAO did help me realise just what it was I liked about the Baldur's Gate games in that respect. The detailed side quests and their storylines as opposed to the main plot like I used to think .
  12. Yeah I'm with you, would be nice to have people acknowledge and even have some things locked out (and other things unlocked) due to race.
  13. Nice! Look forward to all that! And it sounds they have some very firm ideas on the races (enough to know it's too hard to go into yet) which is good to know.
  14. I'm not going to express a preference for an artist or demand that they hire so-and-so. I will say that I agree with what others have said, the female armour in the OP looks great except for the boobplates. Nay to boobplates, yay for awesome armour.
  15. Dunno but still a little bit of courage and creativity works wonders. My favorite game when it comes to companions (and overall) is PS:T, not just because they have a unique background but also their looks and behaviours are magnificiently well drawn and unique. Oh of course, I'm just saying that people shouldn't just dismiss the usual races out of hand or demand that they be subverted to make them unique. At the end of the day it's the characters we get to meet and how well defined they are that makes or breaks the game in my mind, and how memorable they are indeed!
  16. Aye, sadly not done enough but I do like it when you get to turn on the quest giver instead and gain the opposing quest by rejecting one instead of going along with it like you're 'supposed' to. Every play Divinity 2? There were a couple of quests that worked like that, the one that springs to mind is when a pig farmer asks you to 'save' his pigs from the guards who have taken it to feed a starving town elsewhere, by rejecting the quest you could then tell the guard captain and get an even bigger reward than if you had gone along with the quest and for less effort too!
  17. I feel the same way about classes as I do about races: while some new ones might be good deliberately trying to get away from the traditional classes is often detrimental and self-defeating. Quite often you still end up with the same classes just with different names (warriors being called Doommolesters and mages called Wangmerchants) or very constrained classes that are not actually fun to play. Instead you should just look at the setting and create classes based on what fits, if that means warrior and mage classes then so be it. There is a reason why those classes are used so much: they are quite wide in just what can fit into them while still fitting to their role. I mean, take one of the 'new' classes being proposed here, the knight: it's nothing more than a warrior with some social skills wearing plate! A lot of the suggestions being presented here are, to be blunt, specialisations in my mind more than actual standalone classes. Really, the only way you're going to get away from the archetypes is if the setting changes how they work at a fundamental level, which can be done: Earth Dawn was a tabletop game in which all classes, whether they were a mage type or rogue or a swordmaster, utilised magic in some degree due to the way the world worked, and then you still had the same type of classes just with special powers. Just the random ramblings of a crazed rabbit, nothing more.
  18. Right, here are my thoughts on the matter. Long post so you might want to go make yourself a cup of tea and come back after I'm finished talking, I know I wouldn't listen to me. First off, as much as people are tired of the 'same old' races, most attempts to either subvert them or create new ones usually end up worse in my opinion. They end up defined by that one subversion, or the new race is clearly just elves in a furry suit. Rather, I'd say go back to first basics and work from there: what is an elf? Well, they tend to live in woods, have good hearing, dextrous, have often been associated with the moon right? In that case maybe they should be nocturnal, with cat-like eyes for low light vision? Since they are often associated with the moon maybe they can be influenced it, like a full moon makes them more energetic and a no-moon makes them lazy (racial time of the month)? Since they're built for speed and good hunters, maybe they are descended from carnivorous predators, and have a very predatory and unnerving perspective and love the taste of fresh red meat? Already they're starting to be more unique while still being thematically the same. Now consider the problem that the dwarves, halflings and gnomes have: they are essentially the klingons of the fantasy world, which means that they have been typecast into a very specific role and personality type as a whole race (hence why they are klingons, as klingons as a race are essentially 'boastful warriors' and little else). Less people play them as a result since they really only fit as one specific type of character, such as the dwarvern fighter or gnome illusionist, unless the player is playing a subversion, which is fun the first time but gets just as boring as the standard combination after that. Even elves have more variation in their standard personality types than each of these races do. I would solve this problem, along with the additional problem of having too many races, by merging all three into one race so that they are all different personality types of the same race, which I would call gnomes since it sounds fantasy and like an actual race as opposed to dwarves and halflings which sounds more like a descriptor (I know dwarves used to be taller in real world lore, but these days its synominous with short). The typical dwarvern personality would fit for the working class members of the race, gnome personality for the more scholarly members and so forth, and then encourage players to mix and match to create characters like the 'working class tinkerer' who yells and swears like a dwarf and is obsessive like a gnome, or the 'posh, beer swigging knight' who is always polite despite being sloshed all the time. To be blunt, creating 'new' races often doesn't work out as great as people think, especially since usually they are still derived from typical fantasy anyway. These are my random thoughts anyway, take it how you all want.
  19. I'm with Monkcrab, it should track what you say to each character and how you actually act and then have the characters call you out on your BS when you don't act as you say or when you say one thing to one person and the opposite to another.
  20. I voted demonic but only because it was the closest to planar beings and planetouched I could get.
  21. Welcome to the new members! May you be Obsidiany in your Orderyness!
  22. Love it! Immediately gain 100000000000000 internet cred and cookies from this rabbit. Don't spend it all in one forum!
  23. Fellow humans. No pure evil races just individual bad people. Or monster races that are just completely alien in their mindset that you can't reason with them, like cthulhu monsters.
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