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Aldereth

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Everything posted by Aldereth

  1. I too am getting a bit bored stiff with the detached resign the world to the age of man setup. I think this is part of the reason driving the cRPG fixation for Drow (which is also getting a bit annoying since Drizzt Do'Urden). I participated in a PnP game long time ago where the wild elves (inspired by the green faction of the old strategy game Alpha Centauri) are essentially Eco-Terrorist who would set off these Weapon of Mass "Reclaimation" that basically reclaim farmland and village by having plants and tree grew completely out of control that ripped building apart. That's different and with Obsidian talent pool, I hope they can come up with some thing that's neither Tokienesque nor Drow.
  2. Probably the best way to handle it, this way you won't have permanent body to hog resources. The body will become a skeletal remains kind of thing.
  3. ....additional romance options once rigor mortis sets in... Why do I get this feeling that some self proclaimed "family value" pundit is going to screen cap this and use it as evidence why games are bad.
  4. As long as the vampires do NOT glow in daylight, I am good :D If this weren't a high fantasy game or if Obsidian want to be sarcastic, it would be pretty funny if they have these "soul vampire" that are basically the "social vampire" we met in real life that suck the will to live from all around
  5. As much as I like having flawed character in cRPG, the best a SP cRPG can do with it is for taking these disadvantageous stuff to get some really positive stuff upon character creation that is done in other games but this is just a round about and more convoluted way to do the same thing as how we would take down our strength score so that we get 18 intelligence in those AD&D cRPG. The emotional context and depth of a flawed character would not really be affected by this system There is possibility the dev of s SP cRPG plan for plot branches where the player would gain these disadvantage and take the plot from that. eg. build an entire plot branch that the PC would be blinded. So player would have this fustrating period where the screen basically show almost nothing until he complete some quest to aquire the coping skill and the rest of the world appear as a black and white silouette of shapes, and throught out the plot in the conversation, NPCs would react differently to the PC's condition...etc. Anything similar to this probably resource intensive and would only please those of us (likely minority) who enjoy this kind of thing. Yes, blind would probably be a bad idea for cRPG since that would take out one of the key advantage of cRPG, amazing HD graphics
  6. I started this off as a reply to the thread about magic specialization but it is shaping up to be an entirely different topic. Why does cRPG base their spell system (and combat system for that matter) on some kind of conversion from PnP system? Instead consider what the computer can do well in the area graphics, sound, fast operation on in game variable...etc., the input interface in the form of keyboard and mouse or joypad. I think if you break it down to the different components, you can design a robust system that is a better fit for computer and possibly have more depth. To illustrate my point, take Damage over Time (DoT) type damage as an example. In a PnP system, while there are DoT spells but one would normally not make a mage that specialize in this kind of spell because with pen and paper. A battle with multiple opponents and multiple area of effect DoT, each turn would be an unbearable chore that could give good old PnP Starfleet Battle a run for the title of the most preferred game system for rulebook lawyers Whereas with computer, this would not be a big problem. Heck, you can build a spell casting class that specialize in DoT. On the other end of the spectrum, while having vast amount of multiple version of very similar spell (think about hold person, stun, paralyse, pretty much the same effect) may give context to a PnP game. On a computer with the interface we have, just going through the list breaks immersion. Think about Skyrim's vast spell list and the last time you have to scroll down that unbearably long list for the spell you want. And even with real time with pause or turn base, it ain't exactly fun or engaging to either pause the game many times or bring up the spell book menu on screen. So instead of looking at school of magic. Start the design by identifying the damage type one want to implement, range, area of effect, shape of area. eg. For damage type fire, it is 1-6 x character level damage if it is at point blank range, and it drains the mana point. Then we look at range, decrease the damage multiplier by the same amount. Say, 6th level character can cast a fire spell that does 6x1d6 damage touch range or 5x1d6 at 1 range and the max range would be 12 tiles where damage would be 1d6/6. Then look at area of effect, for each tile area, you decrease the muliple again. Then the shape of the area. circle will have the highest damage in the center. Triagle (cone) will have the highest damage at the tile right in front of the character.
  7. I think we have this done before, eg. the drow Viconia from BG. What would be more interesting is for them to change their alignment or world view and strike out on his own, possibily setting up on his/her own.
  8. This, I feel, is more about engaging player. Personally, I feel that a fast leveling rate is the "lazy" route that cRPG dev. used to keep the player engaged with new "bells and whistles" spells and skills. I would like to see a cRPG that utilize a smaller set of spells/skills but each one of them has more depth. We see this more in action game but why not cRPG. eg. level 1 fire base spell can be cast at an enemy at range to serve like a magic missle type spell. Let the player experiment around with the same spell, say cast it on oneself, it's cold resistance, cast it on a sword, you get flamming sword. Throw a oil flask on the ground and then cast it, mini fireball. This can work with skills or physical attack too. Instead of fighter or melee class doing boring generic attack, gives them some combat moves with varying attack speed, damage, hit rate so that they can mix and match. By providing depth instead of more bells and whistle, the game can go with a more reasonable progression and slow down the power creep that turns combat encounter to pretty boring dances of death past the mid-late stage of the game.
  9. Tank mage for Ultima on line? I would like to see a combat system that not only allow but make it viable for mages to specialize in touch/short range spells.
  10. I am for this. Heck I would like to carry it to the extreme that it would affect the overall plot. ie. Endgame Battle and boss would be different if you follow different faction. See my comment on plot branching in another thread: http://forums.obsidian.net/topic/62204-story-decisions-as-a-game-mechanic/?do=findComment&comment=1273921
  11. I don't mind filler but grind quest are chores that should not be there. I made the distinction between filler and grind by the number of repeated action that is required by a player. eg. An kill (X) quest is a filler whereas a kill (X) 10 ten times is a grind quest.
  12. Personally, I think going "retro" does not work well for presentation of computer games in general. What dev. should shoot for if they want to go "retro" is to go for some design theme and game mechanic and present it with at least the industry average in the area of presentation. Dated graphics and sound just doesn't stand up well like painting or music. So a cRPG that goes retro may want to have more detail stats and less streamline mechanic like Diablo or Mass Effect 2&3 but using 16 bits graphic is well not really advisable.
  13. NWN is pretty bad at these spell effect thing. I think the MMO with 10+ player going at it is the worse culprit. This is what I found most annoying about magic in recent cRPG. I wanted to say implement some kind of spell interaction if there are too much magic on screen but then again, that's just adding even more spell effect on screen. So dev, give an option to press a key and the spell effect would be temporary not displayed.
  14. I think when taking to extreme, the end result of calling for help could end up looking very similar to those rediculous "mob trains". (For those who played the first Everquest, one of the most terrifying word you can see in the chat window is, "TRAINNNN" Back on topic. Part of the problem is that there is no reason for a range guy not to kite. They should have implement a penalty for poorer aim while firing on the move or give more combat moves if the range character is stationary like aimed shot for bows or option to overcharge spell if the wizard doesn't move.
  15. Like the premise of introducing randomness to plot branching. I would suggest when implementing something like this, make this a bit more of a "deterministic chaos" in the sense that the randomness is not a 50/50 toss up and that player action can influence the randomness. Using your example, if the human bait is not inside a fortification, the chance that the zombie would ignore it falls to 10%. We have yet to see it. When carry to the extreme, I would like to see a game that have this sort of randomness in the overarching plot. eg. PC belongs to faction A. Faction A is at war with Faction B, C and D. Throughout the game, the player have opportunity to eliminate or form alliance with different faction with certain randomness involved. The ending would be a show down with the last remaining faction. So the "final boss" can be different characters depending on who is the last remaining faction.
  16. I do not consider a happy ending lame. It is even more horrible when developers came up short when they tried to go for the "cool" endings that fits with one or more of the following descriptors: tragic, poignant, layered, complex, open to interpretation. Case and point, Bioware want to go for all of the above and we end up with Mass Effect 3 original ending. Regretably , the real life "ending" of how the completely out of control, insane fans reaction that may have prompted the "two doctors" of Bioware's retirement from the industry was indeed tragic, poignant, layered, complex and open to interpretation all at the same time. Tragic Loss. Sigh.
  17. I think the JRPG as well as anime are so focus on a certain age group / core market, anime that they almost inherrently use the emo-bad-boy thing as charming. Sigh, so much wasted opportunity over the years. Personally, I think it is more interesting to create a villain who by the large has most of the attribute of a hero. Some one who is likeable, confident, ambitious, outgoing, intelligent, adhere to a personal code of honor, try to do right to those he call friends if not for a few fatal character flaws.that invariably make him a villain. eg. an all consuming ambition, twisted world view or value system, completely ruthless to his enemies. Some one the player can relate to and want to be friend with but at the same time very dangerous to cross or make an enemy of.
  18. What bugs me is that in giving each spell, buffs the graphical treatment the dev. deem approapriate and the processors nowadays can handle it. Sometimes there are half a dozen effect on 1 character and there are like half a doezen character on screen and basically blot out everything. Think NWN2, and some of the MMO. Developers, pardon me for paraphasing Uncle Ben from Spider Man. With great processing power come great responsibility ; )
  19. I feel that the anti-social behaviours from players are partially an indication (indictment) of how boring the towns and villages has become in cRPG that the only game/fun thing to have is a scarvenger hunt or random killing. A little off topic here, but here are some suggestion: Make shops more interesting like let player try out the items in the shop. Let shop give customization like color or even item model. Yes, it's cosmetic but it does replicate some real shopping experience. Have the inventory be reactive to the changes in the game world either by the action or inaction of the player or plot related. Make the city/town more dynamic. New shops, inn opening over time or old one going out of business. I would love to see a village and town grow or shrink like I suggest in another thread but if that is too resource intensive, then just make it change a little bit to keep things fresh. And move people around. Yes, the plot related character has to be at specific location at specific time. But the random person on the street can change around. The town smith's kid went to college in the mega city, the baker's baby grew up...etc. Heck if resource allow, make these be reactive to world event. eg. instead of wiping out a neighboring kobold tribes, the PC negotiate peace. You see some kobold merchants in the marketing place selling wierd crap and may be offering lesson in some really off beat skills. Just some food for thoughts. And apologies for going off topic.
  20. The actual split party thing with taking over NPCs sub group (either by means of flashback or other kind of narrative device) may be fun for once or twice for story with a very prominent central character. I feel it could easily be too distracting unless there is plot event or theme that tied the separate storyline together. It is like what was said about losing control of the central character is not good. So, I don't think it would be a good fit with a story centric game. However, a off screen managed approach can worked with both story with or without a prominent central character. I don't know whether using a game map to manage your party would be the best way to go though. It does take away from the immersion. I think it may be have it done when the party make camp or is inside an inn or player housing with dialogs with the NPC you wish to assign task. And as a ease of use option, perhaps, a management tab on the characters menu with a list of recruited characters and their current task status could be helpful. Meantime, if resource allow, game map with a small marker of various PC party member location with a short note on their current task would be nice also.
  21. I am more concern about the all grey, "Unrealistic gritty" marketed as "Realistic Gritty" setting that is all the rage since the 90s. My god, some time, I think the Lawful dumb(good) vs. Chaotic Stupid (evil) setup would be a breathe of fresh air. sigh. I think part of the problem is that these so call realistic setting that are supposedly "without the clear cut good and evil" is that instead of having these factions pursuing their interpretation of the Common Good and let the player themselves interpret the good, evil, order, chaos from the ways each faction try to bring about said common good; most of the time the dev. came up with these pretty clear cut good and evil factions and just dress them up so that they appear grey and gritty.
  22. I am actually for the way Magic Candle let you control the split party directly and more for the NPC to act on their own for a bit. Just remember not to make every NPC to go off every time they enter a city. Just a few times on their to keep things interesting. The rest of the time, have the player send them off on "missions". I think how those old strategy game (RoTK and NA) handle your "PC" (commander in chief)'s generals and advisors has some merit. Sending them on certain mission/objectives would improve certain stats and possibly affect loyalty/influence. It is a hands off approach and the player have to be on their to and guage your loyal/influence through out the game.
  23. If resource allow and all, change their stance and movement too. Warrior will have a more prepared looking stance and move more confidently at higher level. Rogue the same except, when the move around, make their movement more graceful or something.
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