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aluminiumtrioxid

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Everything posted by aluminiumtrioxid

  1. Then Age of Decadence is THE game for you Didn't like it. Pseudo-romans are a big turnoff for me (along with the yet-another-postapocalyptic-wasteland). Also, the game had kind of an artificial feel to it, dunno why. (Ironically, though, loved the combat.)
  2. Being able to play a character who is not an adventurer by default. So, if I'm playing a noble, I want to do courtly stuff, and trust the dungeon-delving to the (very well-paid) specialists I employ just for that. More intrigue, more subtlety, more using methods and resources outside the standard threatening/murdering/bribing triumvirate employed by Generic Murderhobo from Generic D&D-inspired Fantasy Game. Edit: also, I wouldn't mind a bit more personality in our characters, depending on background.
  3. I think they are more reminiscent to finless, horned Deep Ones than anything else, but whatever.
  4. I, personally, can't really take a humanoid monster seriously if it has a bigger nose than fingers. So, no BG/IWD/NWN/Warcraft style trolls for me, please.
  5. What I don't get is how would anyone make a BG3? You can't meaningfully continue the story, and advertising yourself as a direct successor to perhaps THE most acclaimed isometric RPG ever seems to be a pretty bad move. Most folks who would be interested in that sort of thing are generally pretty well-informed, so I'd guess a "spiritual sequel" is about as attractive to them as a direct one, and you don't have to deal with the frothing fanboys screaming "HERESY" at every little change. As a side note, I'd be perfectly happy with a 4E-based D&D game. It would be a pretty good fit for a CRPG, I think.
  6. Is it not possible that they simply "invented" the idea without the knowledge of the idea's prior (and superior) existence? I find it *extremely* unlikely that nobody in the dev team (who are presumably seasoned RPG veterans, and it stands to reason that they have some familiarity with tabletop, too) would know about the 90s' most popular* horror gameline. I mean seriously, what are the chances of that? *Well, technically, it was Vampire, but Wta/MtA are part of the same game world, and I've never met a Vampire player who didn't have at least a passing familiarity with the other lines.
  7. To be fair, they've stolen the whole concept from WoD (the Umbra in Mage and Werewolf). Except it was multi-layered and all kinds of awesome there, while in DA... not so much. So, they can't really be commended for the idea, either
  8. While I'm mildly amused by the fact that it's similar to "ledér" (approximately meaning lecherous, but it's almost exclusively used only when referring to women) and "egér" (=mouse). Still, I don't think that the manic giggling of the maybe 30 hungarian-speaking fans should be a reason to change it back. (Not that I wouldn't be pleased by that, though.)
  9. Means of differentiating between the main quest and side missions? Faction markers?
  10. http://www.youtube.com/watch?v=J782jBp_pW0 Edit: Ninja'd by Nonek, it seems. Kinda.
  11. It all looks very pretty. The journal, the environments, the character customization screenshots... I'm impressed.
  12. In all fairness, though, Obsidian's previous works did not really convince me on that front. Alpha Protocol was... well, balanced in the respect that every build had the potential to become ridiculously overpowered and steamroll everything except f***ing Brayko, but generally, pistols were way more powerful than anything else. KotOR 2 had the expanded lightsaber customization system, which made it possible to tear pretty much anything apart in one round... if you used multiattacks, because power attack was generally useless, and criticals weren't significantly better. Force Lightning also functioned as an insta-win button. Of FNV, I can't say too much, because I've modded it to hell, but I find it telling that I had to install a mod that TRIPLED the damage of firearms in order for the opposition to be actually able to hurt me. Without ever putting points on Endurance. Since their games were always more focused on story, I never had a problem with this, but based on what I've seen so far, I really have my doubts about them delivering that "ultimate tactical combat" experience. But that's a thing I can live without.
  13. - the portraits revealed recently look awesome - objective XP! - dispositions! - they seem intent on making every skill useful (and for every class, to boot) - classes seem to have distinct niches, so paladins aren't "slightly worse fighters who can heal and turn undead" etc etc. The lack of classes with limited combat utility is also a plus (especially in a game which totes itself as "fairly combat-oriented").
  14. Yeah. Let's add Icewind Dale to the mix, and you pretty much have my personal top 3. You poor soul. Personal top 3 disappointments, if that was somehow unclear
  15. Yeah. Let's add Icewind Dale to the mix, and you pretty much have my personal top 3.
  16. I think a better example would be a guy who respects strength and dominance, and therefore reacts with contempt to your attempt at trying to buy his goodwill. Or a cautious one, who looks for the strings attached, and instantly becomes wary. And that's where the reputations come in: if you have high enough "benevolent" rep, the second guy will probably let his guard down more easily, while the first one will be just more convinced of your meekness. On the other hand, if you have a ****load of "cruel" rep, you'll probably get a more cautious response from the first guy, too.
  17. Now we're at people complaining about people criticizing people complaining about people criticizing the complaints thread.
  18. Says it's unavailable. On the other hand, found this.
  19. "Örökkévalóság Oszlopai". Sounds a bit... incomplete, but still more badass than the original. Put me firmly in "meh".
  20. I had a character in tabletop who fought with a (false) legend of a sword. A somewhat planescape-y idea, but pretty cool nonetheless, I think. On a different note, a weapon forged from a special soul-sensitive metal or specifically enchanted to bind itself to its owner's soul somehow, which would gain different bonuses depending on your personality/deeds/signature attacks would also be rather nifty.
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