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GhoulishVisage

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Everything posted by GhoulishVisage

  1. I mostly meant in a maintenance/chores sort of way, like "make sure to pay the guards/water the crops/click the cows/fight generic bandit raids every seven in-game days or things go bad" that would get tiresome. I think having to return to the Stronghold for events and crisis would be fantastic.
  2. I'd prefer it if Obsidian retains complete control over the IP, with merely someone to distribute the title's physical copies (if that ever happens). I think CDPR had a setup like that with Namco Bandai for Witcher 2, where they paid for their own development, but had someone to distribute the actual disks.
  3. Also, things I do NOT want in the Stronghold: -Individually placable furniture. This isn't The Sims, several preset themes will be fine. Creating a whole interface for placable, rotatable and buyable furniture/decorations is a waste of time and resources. - Things that fail if you're away from the base for too long. Sometimes returning slips your mind. This isn't Farmville. Your butler/head whatever should be able to manage everything for you.
  4. The Stronghold was an interesting stretchgoal to unlock, as it opens up a plethora of new game-play possibilities. So I was thinking I would make a little list of things that would be neat to implement for the Stronghold. - Stronghold starts off as a crumbling ruin inhabited by bandits/undead, once you have unlocked ownership the first task is to renovate it into a usable state. This will most likely be done through monetary expenditure. - Staffing the Stronghold is done through a combination of monetary expenditure for generic staff and quests for key NPCs (such as head librarian, blacksmith etc). - Stronghold can be furnished in several preset ways, and one unique way depending on the race of the player character. - Stronghold can be upgraded with unique rooms/structures according to player class. - Stronghold can be upgraded with unique rooms/structures for your companions. This will give them a stat-boost or something similar. - You can acquire a head butler, who acts somewhat like an Alfred Pennyworth for your pc in the Stronghold. He'll likely hang out in the enterance and give you the low-down every time you come to visit. - There are simple interactions between the Stronghold and a nearby village. Depending on the actions you take in the Stronghold the village may either prosper or become a slum. - Make the pc choose between benefits for upgrades on the Stronghold. For example a gatehouse could be turned into a trading post, which increases monetary income, or it could be turned into a barracks, which increases security and defense. - A treasure room, where we can see our cash. So what do you think would be interesting for the Stronghold in PE? Try to keep in the realms of reality, so no "YOU CAN TRAIN AN ARMY SO THAT YOU CAN LAY SIEGE TO OTHER STRONGHOLDS, AND YOUR STRONGHOLD AFFECTS THE WORLDS ECONOMY AND YOU CAN EXPORT ORE TO OTHER PLACES AND SEE THOSE PLACES BECOME WEALTHY OFF OF YOUR ORE AND YOU CAN ALSO PERSONALLY GO INTO THE QUARRY TO MINE ORE AND YOU CAN MAKE YOUR MILITIA GO INTO DIFFERENT FORMATIONS AND AND AND" Also bear in mind: This isn't The Sims, it isn't Anno, and it isn't Stronghold: Crusader.
  5. Liches might be perceived differently in the PE-verse. They might be figures of great renown in certain cultures. And even if they are disliked there's still a good old illusion spell.
  6. I made a similar thread a while back, and I have to say that I also think that liches could work in conjunction with the soul lore they have going on, especially as a playable character. The stronghold could work out fantastically as a place to store the phylactery and where your body could reform. Every lich needs an ominous lair. Being a lich could make for some very interesting gameplay. Also, liches are badass. It might take quite a lot to implement though an work out best in an expansion pack, but I would also be happy if it was in the main game.
  7. I'm a sucker for practically designed armor, especially if it's based off of actual historic designs. Witcher 2 excelled in the look and feel of practical, historic armor. Also I'm hoping that insane pauldrons will be kept to a minimum in PE. 40k and WoW did not realize what they would unleash.
  8. George Ziets will be fantastic for enhancing and building up PE's various cultures. He's into that stuff.
  9. I like the idea of being able to set traps in order to decrease the chance of being ambushed. This doesn't mean you have to go and physically set the traps yourself, instead once you have decided to set up camp the game will give you the option to set traps automatically if there is someone in the party with the necessary skills (eg ranger) and if you have the required components or pre-made traps.
  10. One of my favorite parts of Vampire The Masquerade: Bloodlines was how there was no universal dialogue stat; there was a whole range of social skills that would affect how you could interact with NPCs. There were skills like Charisma, Appearance, Manipulation and Intimidation all contributing to things you could say to NPCs on a regular basis, as well as things like Strength and Intelligence occasionally popping into conversations. Would you like to see a similar system in PE, or do you think that the catchall Charisma and occasionally Intelligence is sufficient?
  11. Pet ideas? -Cave Spider -A tiny dragon sort of like Errol from Guards! Guards! -Some sort of wilderness spirit, like a sprite
  12. Eternity: Subtitle Keep it nice and simple. Perhaps the subtitle could be the area the game mostly takes place in? For example: Eternity: Road's End (Which also has a ominous ring to it) Or for a real zinger Eternity: The Black Hound
  13. No, that's a face imploding. Ha! Why not both? I honestly think that something like the Warp-Spasm could be a high-level a ability for the barbarian (It doesn't have to be nearly so grotesque in game). I like things that have a root in actual mythology, and the Warp-Spasm is basically a ready made RPG spell taken from the pages of folk-lore.
  14. The warp-spasm that CĂș Chulainn goes into as a berserker opens some interesting possibilities: Now THAT'S a berzerker. (Taken from the wiki article.)
  15. Now this may be reaching just slightly, but the word "Glanfathan" has a Celtic ring to it, and the Celts were famous for their berzerkers, and in fact had folk heroes who were known to go into battle frenzies: http://en.wikipedia....wiki/Cuchulainn And the barbarian class seems to work in a berzerker like fashion: So, do you think it's possible that this culture of elves are based on the Celts?
  16. A Mask of the Betrayer styled expansion that features an optional lich quest would be awesome. And Avellone loves writing evil paths.
  17. I like that. A lich doesn't necessarily have to be evil. Just driven.
  18. An illusion spell should cover all areas. This is Project Eternity, where old tropes are made new. The traditional phylactery doesn't have to be used at all, a suitably imaginative alternative would suffice or it could just be gotten rid of entirely.
  19. I have always been fascinated by liches in fantasy, and they remain one of my favorite antagonists and creatures. However, I've always wanted to be able to actually play as one, and no game that I have played to this day has been adequate. The Pale Master from NWN2 was disappointing and didn't feel like anything other than a fancy wizard. There was however a lich mod for Oblivion that I found fun. I was thinking that that since Obsidian are listening to fan input I'd share one of the things I'd always hoped for in an RPG: To become a lich. This could be a sub-class of the wizard that you have to undertake a certain quest to unlock, performing forbidden soul magics and signing dread pacts or traveling to a dark cave of ill repute to fetch poisonous ingredients or something similar. I know Avellone like writing this sort of stuff, so I just thought I'd throw this out there in the hope that it catches someone's attention. What do you guys think?
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