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Grand_Commander13

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Everything posted by Grand_Commander13

  1. +1 to this. Dragon Age: Origins had terrible tooltips. The Detailed Tooltips mod actually tells you the formula each skill uses for damage, and so makes it far easier to compare like to like when picking skills.
  2. Man, I'm just as ambivalent about races as I am about classes... For the beta I'll probably go with some of the more outlandish combinations, like Aumaua Cipher, just to try stuff out, but I don't know what I want to do for a full playthrough. For all that it matters. I'll probably make a decision when I finally sit down to play, I guess.
  3. The demos they did for ign, giant bomb and others showed that picking slave lets you further define yourself as a galley slave, a slave on a farming estate or an indentured servant. Did they say whether your answer to that question in-game is stored and referenced later? It could very well just be a one-off thing.
  4. Yeah, since they've gone with portraits I'd really prefer it if each portrait chosen had a preset face for the character model, to spare me the difficulty of trying to remember what the portrait looked like and match my model up with it as best as I can. Oddly enough, you couldn't really accurately replicate most of the Shadowrun Returns faces I tried, but it doesn't matter much I guess.
  5. Why ask what the weather is going to be like if you're just going to find out tomorrow anyway? ... Just curious, I guess.
  6. It's not too revealing. Besides, the memories will super-fade between now and release anyway. What I'm wondering is what that poster in the background is for. It was nagging at me the entire time, but when I rewound I couldn't get a clear shot of it.
  7. You know, there's plenty actually wrong with Dragon Age 2 (the fact that it's three largely separate stories but treats them as one, the horrendous pacing, the fact that they made blood mage a specialization in a situation where it should be a huge deal then did nothing with it storywise); you don't need to nitpick small changes that don't matter, or even the adjustment of the way hit chances work.
  8. Yeah, I liked how Baldur's Gate at least tried to give characters a reason to drink, even if the execution was flawed. I rather doubt PoE will see a full system where your characters have needs beyond their health and stamina bars, but maybe if we're lucky taverns will provide some other kind of benefit. Maybe something like a nominal stamina boost in your first couple of fights. Toss that on top of some nice inter-party dialogue during tavern sequences, and make it the only way to meet certain NPCs (not necessarily potential party members), and we'll have our player characters acting like proper fantasy adventurers in no time.
  9. That's the thing, isn't it? Typical RPGs (both cRPG and tabletop) simultaneously deliver too much and too little combat. Small things, like walking down the street at night, are fraught with peril which should not reasonably happen (oh no, six guys with dirty looks and knives are going to attack me and my five friends, all of whom are packing plate armor and broadswords) while things that should be very difficult, like storming the castle, are made ridiculously easy due to enemy ineptitude. It's maybe not so immersion breaking in an isometric game where you can't see the enemy spawns idling, but it's terrible in an MMO like The Old Republic to see five groups of enemies in one big hall ignoring you while you kill their friends because you didn't come within six meters of them.
  10. This board isn't anywhere slow enough to be considered "dead". As for BG:EE, I'll wait on it. Like so many others, I have plenty of games I'd like to do before it. (Though I will say that I'm weird and I enjoyed BG1 a heck of a lot more than BG2.)
  11. Realistically? I'd like it if they could hit the "Quick Load" button for me before they expire.
  12. There's a reason Diablo isn't considered a proper RPG: it gives you no opportunity to roleplay in the game. According to your definition, where the writers not giving you any acknowledgement of your choices is in fact the whole point of roleplaying, Diablo should be an adored RPG with roleplaying potential surpassed only by Doom.
  13. It's only in the player's head, which is exactly why it's pointless. Creating a blank slate for you to project your own motivations onto isn't storytelling, it's deciding not to tell a story.
  14. Combat is something I appreciate for its ability to break the flow of getting a lot of dialogue thrown at me at once and moving between quest areas. I don't like it to be frequent, and I don't like it to be difficult—the sooner it's over the sooner I can get back to the good stuff.
  15. No, the story is created by the writers, with any branching allowed done by the player selecting from options given by the writers. Most games only have the fake "I'll say nice things because I'm a nice guy" kind of "roleplaying" but you're still following the same story. What you seem to want to do is write a book, not play a game.
  16. By "roleplaying freedom" do you actually mean the ability to pretend in your head all sorts of things about your character that never actually come up during the course of the game?
  17. It's also a situation where level scaling makes sense: if a group of thugs doesn't think you're easy prey, they just won't attack you; in a city it'd be so easy to say they just blend in (the thugs are assumed to still be there, just not making themselves noticed). The denizens of a dungeon can't help it if they're being attacked by a level one scrub or a level ten butt-kicker, and there's not the same level of assumed abstraction in a dungeon.
  18. So it's kind of like the KOTOR 2 crafting system, except you don't get an item until you put all of the components in and you can't take them out later? I can live with that. It needs to be balanced better though; KOTOR 2 did suffer from a few "why would I take that?" options. And by "a few" I mean "a lot."
  19. I wouldn't go with any sort of toggling passive; I'd prefer a system where this stuff got done when you set up camp to do a long rest. An interface could pop up and you could allocate your time (maybe even set sleep schedules and watches, though hopefully we could keep those on file and not set them every time). Yeah, this guy repairs armor, this guy crafts arrows, and all that fun stuff. It's a bit more involved than the old resting systems; it's so old school it's adding in detail Baldur's Gate removed. But even if we didn't get geeky with the watches and sleeping order you could still use the setting up camp as a time to do all of your crafting.
  20. How the heck do you get a tabletop RPG where people don't understand the skill system? That seems patently ridiculous, since everyone's read the same rule book. Anyway, I am glad to say you likely won't get your wish: people should easily be able to look up exactly how the game's math works whether Obsidian tries to obfuscate it or not because it will all have to be easily addressed for modding. The only question is whether it will be simple enough for guide writers to give a formula that can be intuitively understood or if they'll need to include a graph. I've played games where there was no way but trial and error to tell whether something was a good or bad idea; they aren't fun at all. Thanks to Project Eternity's focus on modding the real numbers for the game will come out quickly, but if the formulas are bizarre and hidden then lots of false ideas will take hold and people like me will have to spend time conducting tests for our guides when we should be able to just refer to a formula.
  21. If "automatic weapon sheathing" was a euphemism in Fallout 2 that would explain a lot about why you were deposited right outside the Cat's Paw in New Reno.
  22. It's amazingly repetitious. I've already quoted Update #4 from Kickstarter where they said exactly what kind of story they plan to run, and a world-affecting crisis is nowhere in the cards.
  23. I don't think you need to worry too much about a Good vs Evil Fighting For the Fate of the World scenario.
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