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Everything posted by Nonek
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No singing or music, but the recitation of heroic near Homeric stanzas, tales that inspire and maybe summon up the souls of heroes long past.
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With my vast and awesome psychic powers I Nonekdamus predict that I shall once again be proven a greedy deluded fraud. Heed my words ye of little faith.
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- Mayans
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Don't mind the restrained and subtle approach, for one things it's far more rare than the over stylised cartoonish approach, and secondly it makes the fantastical elements when they appear seem all the more...well...fantastic. I'm far more interested in the Aumaua's cultural background, societal mores and unique worldview rather than whether they are as outlandish looking as possible. Then again I thought the decision to add horns to the Qunari was somewhat of a mistake, they had a strong enough image in Sten, his slight but markedly different looks and his utterly alien philosophy.
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I thought us Shep's who died at the end of ME2 were going to play the Vincent Vega bloke. Wonder what happened to the galaxy without a Mr Protagonista? Everybody else seemed fairly unmotivated/incompetent.
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I'm all in favour of as many mechanics being implemented as possible, so long as they're internally consistent. This short sighted view that rpg's should strip everything away that's superfluous to the story results in such games as Dragon Age 2, where we have nothing but alternate combat and conversation in corridors. Fun but lifeless, pointless and catered for the lowest common denominator. If we must prepare, research and use caution when we step into the wilderness then it becomes a much more trying endeavour, and all the more satisfying when we overcome thanks to our ingenuity, planning and determination. Even the presence of backhouses can be used to build flavour. Infiltrating that enemy castle, you notice that one guard keeps rushing off to the jakes because of his irritable bowels, thus opening a weakness in the outer perimeter. Seeking to spring an accomplice from the old Irongate prison you acquire a map from an escapee, who made his dash for freedom through a weakened grate set under the water closet. The more features that are present, the more opportunity for depth and role playing. Adding complexity to an rpg isn't a bad thing in and of itself, so long as it's used to add life and options to the gameworld.
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Exactly Popeye, they only need to be in the background. You trek through the slums to reach that hidden guildhouse you've been hunting for, and in passing can gather information from the beggars and doxies on the street corners. That trek across the farmers lands shaves ten miles off your journey, while passing farmer Giles warns you of the cruel robber baron who rules this land, and his goodwife sells you a few rations or herbs. Subtle world building, that affects how the characters judge their own society. They may see more freedom in the Glenfathan barbarians huts than is evident in their homelands, and realise that the good king Johan is the latest in a long line of bloodthirsty tyrants, propping themselves up on conquest and divine right. Or that he is a much needed symbol of unity, in a dangerous land where the strongest are all too eager to tear down any leader who shows the merest glimpse of freedom. Edit: I don't think McMan's arguing for a grimdark caricature, more an internally consistent worldview. Like the good, bad and neutral aspects that are all bound up in the NCR in New Vegas.
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I don't know, you don't need much representation of the social order to go a long way. It helps lay a more cohesive foundation for the world, and acknowledges that we're not operating in a consequence free sphere. That noble and kind Paladin in your ranks, may look down on the lower classes as weak souls who are lesser humans, and it is her duty to give charity and protect these weaklings. At the other end of the scale we have something like Dragon Age 2, where the mages are struggling for freedom in a feudal system, an utterly ridiculous raison d'etre because that entire world is culturally and socially undeveloped. Plus you can place peasants in almost any situation, the young man seeking his fortune in the city, only to be found lying bloody in an alley. His sister selling herself on a street corner, hoping to earn enough coin to run back home. A farmer seling his crop at the city gate, marvelling at the splendours. Or perhaps a trio of young martyrs, hanged for daring to convene a union. In my opinion, you can add a lot of flavour without too much meat.
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I like the general idea McMan, something similar to the first chapter of the Witcher, where you experience the grinding poverty and desperation of the villeins. Rather than the renaissance fayre happy peasants cavorting in the fields, that we are fed in so many rpg's. Perhaps not as resolutely stark and grim as the Witcher, but something that acknowledges the agrarian social order and its reliance on what amounts to slave labour. Perhaps a fermenting sense of civil unrest is abroad in the Shires, with a charismatic Wat Tyler preaching to the masses. Maybe the stronghold we hope to seize is the domain of an ironfisted robber baron, and we have a chance to change the lives of the lower classes. Or perhaps a cult similar to the Wicker Man (NOT NICHOLAS CAGE) flourishes in the heart of a drowsing hamlet, and some ancient bane awakens from its centuries of slumber. It sounds like an admirable springboard for both adventure and scene setting.
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With full stamina yes I agree that fighters will be able to take a dozen hits, or whatever number seems appropriate. However i'm hoping as stated earlier to circumvent most combats, not overuse rest mechanics, and only join combat when it's absolutely necessary. If that's a viable tactic. For me the limited health with a stamina cushion will make the protagonist and company a touch more vulnerable, i've had my fill of playing invulnerable supermen. I'd rather win through superior tactics, strategy and cunning. It's only a personal desire however, I don't expect it to be foisted on others.
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Hit point bloat WILL happen. Do you think they'll do a hardcore simulation withn no healing magic AND you die from 2-3 sword cuts? Yes, without the shield of Stamina, i'm hoping that is exactly what will happen when 2-3 sword cuts interact with your raw health. Thus that assassin with a blade at your throat is a threat, rather than a minor nick hardly worth bothering over. Attacks that punch straight through stamina are fearsome etcetera. I'll admit that i'm a touch masochistic in crpg's however.
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Spider Man: Escape from the bathtub. Spider Man and the Plughole of Doom. Spider Man and the rolled up Newspaper.
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Choose other front line fighters, seek to achieve the objective without combat, cast Aid like spells that temporarily buff your health before entering combat, use a defensive feat that sacifices stamina at a higher rate but protects health or maybe there are soul powers that can provide some manner of buffing?
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Always thought Total War ripped off Shadow of the Horned Rat and Dark Omen to a certain extent, seems everything comes full circle.
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The healing's just what i've been looking for in an rpg, life and death being beyond even magic sounds good, and a weapons blow being a thing to fear is what should have been done long ago. Hit point bloat is a horrible thing. For the play style I hope to utilise, that of scouting, sneaking and trying to only face the enemy on my own terms, this is encouraging news.
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Wouldn't mind some Dead Money-esque areas, no strike that i'd positively adore them. Nice atmospheric build up of tension, reliance on sound and enviromental hints and unexpected occurences. Not too many jump scares though, they age very quickly. Throw in some sickening tragedy and thoughtful sadism as well.
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Yarrrrr! Need I say more, matey?
Nonek replied to Felithvian's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Aye ramming speed matey, I have a hankering for the finest of booty. To plunder the poop deck, and make lasses shudder in fear when faced with me plank. Every port of negotiable virtue shall welcome me salty mariners, and leave us loose of coinpurse for the long voyage ahead, for it be dry and thirsty work on the high seas. Aye me one good eye shall weep bitter tears to be deprived of such warm havens. -
Am I right? Do western AAA developers think...
Nonek replied to anubite's topic in Computer and Console
Personally i've always been far more invested in turn based systems than the average joe (I suspect,) two hit points away from oblivion, wondering whether that attack of opportunity will breach my armour class. That edge of the seat nervousness, leading to furious obscenity or relieved hilarity has always been for me the very definition of having fun in combat. Meld this with the ability to develop new tactics, and in depth knowledge of your characters strengths and weaknesses, and i'm caught, hook, line and sinker. Then again a fine real time combat system such as Severance can be equally as rewarding, when every blow counts, your chosen characters are unique and their methods of attack and weapons each have their own pro's and cons. Even more importantly for me however are smart, challenging and unique foes. Whom I have to be wary of, and adapt my tactics to cater to rather than just follow a set pattern off the usual menu. Throw endless waves of fodder at me that are too easily dispatched and all too easily forgotten, with the odd exception having a bloated skin of hit points to grind through, and i'm bored senseless. -
It wasn't just the areas of Orzammar that were superior to me, but the fact that Criers stood on the street corners, many dwarven phrases were used during conversations and there was a lively vibrant society represented independent of the protagonist. The culture of the dwarves was well represented, and distinctive whereas the rest of Dragon Age was, for all intents and purposes the usual rennaisance fair simulation, without any distinct cultural mores being shown only told of in the journal. The Qunari and dwarven nations were the only things that really intrigued me within the entire setting, the fade might have been interesting if if was more than just a blurry set of levels, but it didn't take advantage of the premise and so like the rest was fun for a while but in the end dull piffle.
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I'm fine with the usual Obsidian npc's, potent and distinctive characters who have a logical reason for following the protagonist, and reasonable goals based on their backstory. Boone, Kreia, Daakon etcetera. This is not an area I worry about, Obsidian have the best characters in the business, and positively seem to shy away from the lifeless one liner spewing caricatures of other developers. Compare the porno pirate girl of Dragon Age 2, bound for no good reason to the protagonist for years, neither doing anything or showing any initiative, to the slow manipulations and interventions of Kreia throughout the Sith Lords. I'm as usual almost giddy at the thought of meeting the cast of Eternity, whether in mechanics or narrative I know they'll be pleasingly awesome.
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Torment should remain untouched as the gem that it is (I wouldn't even want a supposedly enhanced edition re Baldurs Gate to be released,) but a stylistically exuberant, philosophically thought provoking and deeply personal games made by the Black Isle/AD&D stalwarts is something that i'd kickstart without hesitation. Following the release of Wasteland/Eternity might be an ideal time for such a project to gain funding and notice, though one has to pity Mr Avellones writing arm faced with such herculean labours.
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Personally I prefer more intricate detailing such as the above fine examples in this thread and its previous incarnations, enamelling, carvings and more subtle designs that add to the piece without limiting its utility whether through weight or the the limiting of freedom of movement. If you can't use those spike in battle then they are just unnecessary added weight, fine for ceremonial and parade armour but ridiculous to use in the heat of battle, when you need as much protection as possible at the lightest weight, and as much freedom of movement at all times. I suppose it's a matter of taste, personally i'd prefer something subtle rather than ostentatious and hindering. For fantasy to make sense it needs to be grounded in the mundane, otherwise there is no point of reference for anything and the fourth wall becomes all too apparent, spoiling our belief in the otherworld.