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The Heros you will roll
Probably a Barbarian or Fighter any race other than dirty Elf
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Seriously?! Thank you!
Glad to see the game showing more potential than I could hope for. Keep up the good work!
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Changing companion alignment.
I want a companion that is too stupid to be swayed by any social skills!
- What is the class you will be playing first?
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A New Difficulty Idea: Continues
It is one save that is deleted if you die. So, death is game over.
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Combat and/or story?
Story? Perhaps the issue is noncombat and combat gameplay are equally important. In this style of game a player could hack and slash their way through, if desired. Instead, they could use diplomacy or find alternative objectives to bypass violent confrontations. In Fallout 1 you had to do some exploration and uncovering data to talk down the master, I thought. In New Vegas there are no antagonists, only potential adversaries. Torment has a lot of trouble with the combat design because DnD was not an appropriate class/skill system for what they were trying to do, but the Planescape setting was. They did not have a enough time and/or resources to overhaul the entire DnD ruleset to fit the game. I don't see why people are stuck on story when story-driven games can have pure combat gameplay (final fantasy). The main issue is diverse utilization of noncombat skills to achieve objectives as an alternative to combat.
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Ingenious "dungeon" locations/terrains
I would enjoy traversing the chaos of an insane deity's soul. The laws of physics could change at random and everything (including the party) could morph into weird stuff at times.
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Disadvantages
Drakensang: River of Time allowed players a set number of experience points to distribute among skills and the opion to choose disadvantages that increase the number (while giving a penalty to something) or advantages that decrease the number (while boosting something). The only possible problem with it was that picking disadvantages that do not effect class builds was easy to do.
- I demand no tutorial.
- Where should Endless Paths (the mega dungeon) draw its inspiration from?
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Melf's Acid Arrow & Spell Forge
Does melf stand for, 'mother everyone likes to f....'? It would explain the phallic decay spell!
- Where should Endless Paths (the mega dungeon) draw its inspiration from?
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Dragon Age: Origins
The developer should always try to implement as many possible paths for a player to take when completing a quest, but the why should always be left up to the player. The world responds to what you do, but not necessarily why you do it. Diablo is a roguelike, and has no choices or consequences beyond combat. Take Fallout 1/2/NV as examples of an . There is minimal history of the protagonist, but a huge range of choices and consequences to what a player can do. The personality and motivations of the protagonists are always left to the player's imagination. Sure, they all have 2 overarching goals for each, but why the player completes them is left ambiguous. DA:O was better than DA 2 mainly because there was more player agency in what the motivations of the protagonist. The problem with rigid character history for the protagonist is that it limits what the player can realisticly do without breaking sotry consistency.
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Emotional Impact
Am I the only person who felt the Connor situation was best solved by using blood magic to enter the fade and killing the demon? This way the whiny bitch dies, the demon dies, the blood mage gets to die, and if I recall correctly there is an option to kill that noble douche too. So everyone dies except the kid! They were all annoying so I felt it was only fair to save their peasants from future melodrama.
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Clichés you WANT to see in Project Eternity
An initial quest where a family of rats hires someone to remove your party from their basement!