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Gurkog

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Posts posted by Gurkog

  1. I'm normally all for more options, but this one, I think I could do without. I may be incorrect here, but even in "Ironman" mode, if you die, I think you can restore to the beginning of your play session. I think all ironman mode does is disable you being able to save your game except when you quit. Which, really, if that's what it is, it should be renamed inconvenience mode, because all you have to do to override the system is quit the game, restart, and load from your previous save.

     

    If, on the other hand, their ironman mode is truly a "die and start over" situation, then that's cool, and it certainly adds a sense of mortality to your decision-making in the game. Even if the latter is the case, I don't think your idea is a bad one, it's just not appealing to me.

     

    It is one save that is deleted if you die. So, death is game over.

  2. 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.

    • Like 1
  3. 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.

  4. 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.

  5. 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.

  6. A cursed item that alters dialogue choices.... showing your character's descent into madness!

     

    An item that randomly causes the player to be confused upon being struck!

     

    Shoes that increase speed but the soles burn your feet on contact so standing still causes damage!

     

    Gloves that increase strength but cause excessive grip which can randomly break/damage weapon hilts.

     

    Armor that snags weapons when struck , slowing enemy attack speed, but the design directs weapons toward vital areas so you take more damage.

     

    I could do this all night.

    • Like 2
  7. When someone kills a particularly evil animal who has a particularly strong soul, the animal soul has a chance to possess the person as a sort of revenge which results in lycanthropy, but it would be extremely rare of course.

     

    Why would the animal be "evil," though? Obsidian is moving PE away from the "good/evil" bit for their sentient races, so it makes less sense for an animal, reacting instinctively, to be "evil".... Just sayin'. ;)

     

    IMO, a werewolf would be more reclusive and stealthy than VILENT BLOOD_THIRSTY KILLING MACHINE nonsense. I could see a wolfwere (wolf turning into a humanoid form) taking on humanity's blood-thirsty ruthlessness.

  8. Having companions from rival factions/families/nations that compete against each other to demonstrate their superiority would be neat. Perhaps there might be gender rivalries due to a clash between companions that come from patriarchal and matriarchal societies. Maybe there will be a bitter divorced or widow/ered companion jealous of one that is in a successful romantic relationship. There could be a patronizing companion that is smug and aloof, feeling he/she is above the role they are playing in the group and there only due to necessity. Lots of things they could do, and I only came up with some cliche ideas.

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