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Metabot

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Everything posted by Metabot

  1. Well, BG1's journal was hell if you took a break for a week or so, and had to come back and remember what to do. They can definitely impove upon that, without adding quest markers or active quests as you say... but they do need to log them per quest for easy access. Especially useful for those longer quests (the entire stronghold section, eternal dungeon etc.) I think it's not a bad design idea to implement a "real" journal like a diary. It's a choice between immersion and "casualization". A good RPG should be a comparable experience to reading a good book - with the one difference that you can decide about the direction of the story and the results of your actions. But like a book you will (and should!!!) "fall out" of the world if you quit it for a week or a month. The most dense and emotional experience can only be reached when you follow the whole thing in a relatively close timeframe. And if you are forced to quit the game for a longer time you should also be forced (by the game) to work you in again. While I understand your point of view, I also would like this game to succeed beyond the Kickstarter campaign and be a sales hit, that will sell 2-4 mln copies. Quests, while can be done without "arrow" indicators and other strictly hand holding stuff, they should be well organized and easy to reach by a player. Going too far with the hardcore mode, where you would have to collect info by yourself, could be too much. I would not mind it to be toggable (i.e. by default you get organized quest journal, but you might switch it off, so you have to keep all the notes manually). I'd prefer a default journal to be modernized, i.e. we get a name of the quest "Red Ruby" - and there you start with journal entries related to this quest, saying that one said it's most dear to his heart, etc and eventually finding out that it's a redhair girl called Ruby... I hear BGII did quite well.
  2. Well, part of the problem comes in when they design quests around the quest marker instead of treating it as a once in a while hint system. Another problem is that GPS markers destroy an entire aspect of gameplay involved in questing. That is, it totally removes actually searching and questing.
  3. That kind of a thing isn't a problem as long as the information can be found within the game world. Maybe you ask a neighbor and they tell you that that particular NPC does that.
  4. Need more options. I like Morrowind's quest journal plus the ability to write notes. Edit: The ability to write notes also implies the necessity of those notes, so maybe some, not all, quests you will need to at least keep track of some things yourself.
  5. anything wrong** too gamey** stupid autocorrect
  6. Ummm no. In response to other people's comments, I don't see anything with having some open areas with nothing in them. Not every single area has to be littered with items and monsters. That would get obnoxious. It would be too handy as well.
  7. Not only america is watching and funding you guys He said "and the rest of the world" later. I think it's simple mistake ... not so big nothing to be angry about but somethimes when i hear "America is better then rest of the world" (Not Josh) it's a little bit pathetic. I think in case of Josh is simple lingustic misake but there are many of americans (espacialy in hollywood) that thinks that america is the greatest .. it makes me only laught. Especially when i see this clip. http://www.youtube.com/watch?v=KYraAqwu-V0 And don't get angry, Each nation has its drawbacks. But it pretty funny when i see some "US" guys thinking that they are most important. Every nation thinks that they are better then at least one of other nations. But americans (some of them) are unique in this matter thinking that they are more important ...then ANY other. And i say it again it's not atack it just some funny material ... hehe Sorry for off top Hmm well in many areas America is the best, so....lol
  8. Lol. You can choose your weapon but if you want to use a dagger you're better off being a rogue. I don't think i said you couldn't choose different weapons if you want did I? This is why you're the idiot and should stick to consoles or something.
  9. You don't necessarily have to choose between them, but you might be better at one than the other or have skills that pertain to one and not the other.
  10. Like I said go back to skyrim. This is a party based game where each class will have something unique to bring to the table.
  11. Lol nice strawman. Classes will have specializations. A warrior would be more likely to use a bigger weapon. Not necessarily just a sword, but probably not a dagger.
  12. Yes, Warriors specialize in the use of weapons. Traditionally people weren't just trained how to use a sword, but also how to use war hammers and short blades in addition to Crossbows if they were wealthy enough to afford using such weaponry. There comes a point where swapping weapons was a tactic that was used, I know this is amazing for you, but people (unless they were incredibly poor) didn't only lug around one weapon. I absolute HATE the traditional, "you specialize in this weapon type, so therefore that's apparently the only weapon you can use ever no matter what you are fighting, unless you are fighting skeletons, then you use a blunt weapon" bull**** you are trying to peddle. Because that's what you are doing. "OMG U SPECIALIZE NOW!" No thanks. There will be restrictions for certain classes and there will be pros and cons to using different types of weapons with different classes. It's not about development time. It's about good design. Why have classes without specialization?
  13. Or certain classes specialize in certain things.
  14. If you want a dagger, be a rogue. God people are so entitled with their constant talk of being "forced" to do things.
  15. Starting gear according to class makes the most sense, but maybe you can choose to get one item a la dark souls that might have significance later on or a consumable. Also, maybe a ring or other equippable item that defines your character's past or makes them more individualized.
  16. Getting widget x and bringing it to person y is so replayable am I right? Yes.
  17. Who says theories of souls in our world have anything to do wih those found in Eternity?
  18. It's funny because the story in PS:T is a part of the gameplay. Good gameplay, good systems and whatnot, will always outclass story. Making choices, and the game actually reacting to those choices, is gameplay.
  19. I liked the skinner quest in bgii as well, but it really wasn't all that hard or involved. All of the witnesses are in one small area and its too easy.
  20. Yea but that's his backstory. Who knows if they were planning on doing a lot of detective quests. If they are, that would be awesome.
  21. I'd love to see some quests in PE that are designed in the style of a whodoneit mystery. To me, this would mean that you'd have to find and interpret clues, the game wouldn't even tell you something was a clue, and you would have to question witnesses and suspects and use logic to piece tpgether the clues and the reported events. There would be no handholding on the part of journal entries and npcs etc. Who else would love to see something like this?
  22. Nope. There's never a time when More Options are a bad thing. And You can call it "hand holding", and a product of the "modern era", or whatever, but dungeon exits at every level have existed in RPGs since like, forever. BG2's watcher's keep had them. Temple of Elemental evil, not only had exits on just about every level, but it also gave mages the Teleport Spell, so that they, and their entire party, could instantly exit the dungeon from anywhere in it. You sure about that? Every single possible option is a good thing? What a moronic statement.
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