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Nonek

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Everything posted by Nonek

  1. I used to feel pride when I worked as a lion tamer.
  2. I'm often surprised by just how much the publishers get away with, I see nothing in always online, clients or excessive drm requirements that benefits me as a player, and so mostly I shun or sandbox them. If they want my business they'll have to try and get it through making their offers enticing, rather than punishing me for piracy that I have never and would never commit.
  3. The Skuldr looks very nice, reminds me of the Fleder from the first Witcher. The name seems fine to me, got an old Norse vibe to it but made me think first of Skulker and then Skallagrim the father of Egil from the sagas. Just as a point of reference, we've seen the use of Gaelic names for places and people, and now are told that the old English/Norse languages are being referenced, does this indicate a clash of cultures at some point? Or have the two arisen in unison and merged beyond the telling apart?
  4. You should try Ultima 7 Amarok, it's surprisingly well detailed, with most of the occupations on your list found somewhere in Britain. Fields are harvested outside the cities, you can hire carts to drive from location to location, hire a ship at the port, peruse numerous shops from jewellers to bowyers, visit and plan on how to rob the mint, drop into the inn to sit down and listen to gossip, music and order a pint or a meal. It's very much a living world, with npc routines and almost every object interactable in some manner, I haven't even begun to describe all your Avatar can experience there.
  5. Mr Amarok, though I agree with the general point of your thread I do feel that I must complain in the strongest terms. I spent many a happy hour baking bread in Britannia with the good baker, and object to your whitewashing him from existence. Good day Sir.
  6. Consequences for resting: The acquisition of camping supplies, some of which can be re-used but other are perishable. The portage of said gear into and out of the dungeon, this would obviously work better with a limited inventory, so that you're choosing whether to carry that extra armour or your camping equipment. Limit rest periods in any 24 hours. Spells, illusions and traps laid to make an area safe for resting, thus the Wizard, Cipher and thief lose a bit of their efficacy. The chance of enemy spies being forewarned of the parties approach, and planning suitably. The mad dreams of a slumbering god haunt this place, resting tires the party, and they awake unrestored. Exploring (with all the dangers that brings) to find a place where the enemy has not trod in years, and that therefore appears safe, think the guard room with the well in Moria. Maps, hints and rumours about the dungeon that the players might try to uncover, at a cost to their pocket and in faction favours. A plague stirs in this unholy place, if the party drink of the water or eat anything other than rations they may well fall victim to the malady. Someone has to stand guard, if the players are wise. Interactions between characters, rough crafting and maintenance attempts undertaken, spells studied and other such class skills worked on. The building of atmosphere, rather than room after room of combat. An evil pair of eyes are seen watching the party from the shadows, strange echoes are heard in the depths, or a heartbeat seems to be heard in the characters sleep. Petty injuries such as those incurred in Dragon Age Origins are treated by the partys healer, at the cost of bandages, herbs and maybe a few spells of binding from the priest or wizard. The cunning rogue takes the time to watch the coming and going of enemy patrols, if they have them, or enemy lairs if they do not, and is thus a little forewarned when conducting his scouting. A particularly sensitive creature spots the tracks of the party, or sniffs down their location, and they must either flee if that is an option or make a stand where they were resting.
  7. All I know is that i'm allergic to dairy products and the amount of cheese inherent in most rpg romances has repeatedly sent me into anaphylactic shock.
  8. What I would personally like to see are campsites, few and far between. So that the option of whether to use them or not is a strategic decision, and if the party bypasses such a site, then they know they can still fall back to it later to rest and recuperate. Limit the use of them to one eight hour period every twenty four hours, and make the resources of that campsite finite (whether that be fresh water running out or firewoood being used up.) As for traipsing back to town and then back to the dungeon, i'd simply make dungeons and other such areas single chance affairs, so that if one abandons the venture then when they return that dungeon will either be empty or changed. Add consequences in the game world for this failure to act decisively in your quests, and you get a far more dynamic enemy and world. More detail in the below two threads: http://forums.obsidian.net/topic/60111-rest-injuries-and-recuperation/ http://forums.obsidian.net/topic/60203-failure-states/?do=findComment&comment=1190433 Obviously these are just my personal desires, so perhaps these kind of options can be limited to the difficulty levels, or something like New Vegas' hardcore mode.
  9. Reminds me of old Gandy trying to hold the door against Durin's Bane in Moria, could make for an exciting flight scenario, or as others have mentioned use hold portal or wizard lock on any portal while the party rests in a makeshift camp. Edit: If doors and gates were strategical points of focus, with limited durability, there might be good reason to preserve said portals in case of emergency and avoid breaking them down. Rather than arbitrarily making that door invulnerable (to your rune carved axe of major thumping,) make it a strategical choice, perhaps with patrols upon finding said damaged door alerting the entire complex as well.
  10. Well as I said personally I wouldn't want any form of button, as I think that clear graphics and a cursor that changes when hovered over a manipulatable object would be good enough for myself. However I can see where many folk would and thus wouldn't argue against it. The interactable being limited to your light radius is an idea I very much like Lephys, puts a nice constraint on the player and encourages scouting and maybe even fear of the unknown dangers waiting in the darkness.
  11. I agree Lephys, i'd prefer that there be no loot glitter or reveal all button so that exploration is encouraged and rewarded, personally I wouldn't even want a ladder highlighting as I fail to see how anyone could misconstrue its use. However Marelooke raises a good point in his Catacomb under Aleroth example, though it's one I think that the developers could make sure never happens to a studious explorer through good design. Perhaps a toggle-able reveal all button or one linked to difficulty?
  12. Don't really know, they just seem a touch too spartan, though i'm not sure that's the correct term. Probably just a personal idiosyncrasy.
  13. Somebody's sneezed on that last screenshot.
  14. Possibly make it a part of the thiefs search mode? Reduced movement rate, but the rogues trained eye picks up traps, secret doors and loot etcetera.
  15. Though i'm no fan of pixel hunting (they ruined many enjoyable point and clickers,) do we need the loot glitter for such obvious devices as doors, chests, boxes, bags and such. Seems a little Deus Ex: Human Revolution, where they expect us to not know that you can use a ladder to ascend or descend in a level, touch too much handholding there. Also if we're going to have a loot glitter or something implemented could we have some in-game reasoning for it, the spectacles of a miserly Scrooge-like banker for instance, which haunted by his soul still look for every coin they can steal. The Madoff Monocle?
  16. Poor EA executives, they're the real victims here, making thousands unemployed because of their own incompetence and massively devaluing their stock day after day is not easy. All they've got to console them is massive salaries and gold plated severance packages, which i'm sure they'll share with all those fired ex employees and developers. I think that to sooth their emotional trauma at this horrendous slander, they should award themsleves a comensurately horrendous pay rise. After all where would the Little Britains Got Talent community be without them, they're the only ones supporting that childrens talent show?
  17. It worked well in Ultima 7 twenty years ago, I think it's about time we saw games doing this again. Don't know if this is possible for Eternity with its modest budget, but maybe the 2d nature of the game is perfect for such a system.
  18. Dan Dare would thrash the lot of them.
  19. The one thing I have been enjoying thoroughly is the re-showing of "I Claudius" to commemorate the closing of Shepards Bush, exemplary acting, but strange lack of an ambient soundtrack to the modern ear.
  20. Space Marine again, fancied a good slaughter simulator and Blade of Darkness's black menus were depressing me. It's enormously empowering to play as a walking tank, smashing through all and sundry in a haze of blood and bits, but it's beginning to become tiresome again. The game definitely needs more side content and distractions, something W40k lore isn't exactly lacking. Also captain Titus the protagonist, he is portrayed as resolute, calm and in control, and it's nice to see such subtle characterisation present, he is after all a veteran supersoldier of a disciplined chapter. However we are so often presented with a monotone, middle of the road protagonist both in voice and looks that i'm left feeling that the developers might have chosen a more distinctive chapter, and changed their direction to the voice actor to accompany that.
  21. Saw one of the new episodes of Who, there was a middle aged ginger mockney lady screeching like the last vulture at the corpse, and some gurning, bumbling male model accompanying her. I retired to my study. The 10th series of Red Dwarf wasn't bad, better than every series since 6.
  22. Got to say this cheered my whole day up, thank you for using the fast travel and the reminder of the strong goals you're aiming for.
  23. Their forums are a rather uninviting place aren't they, touch too clinical, for my tastes at least.
  24. This is rather nice, one assumes some sort of shield (or Main Gauche, buckler, folded up cloak etcetera) would add to the defensive capability?
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