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Audiocide

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Everything posted by Audiocide

  1. Agreed on all points. If they could fit it in their budgets, I'm really tired of seeing the same average looking guy with a bit of muscle, and the skinny girl with the huge rack. I'd love to see short, tall, skinny, fat, muscular, etc. as options. I think NWN implemented this to some degree.
  2. I'm all for exotic swords and armor. Japanese, Chinese, and Middle Eastern swords come to mind. And a barbarian might as well rush into combat with a couple of animal hides stitched together, foregoing protection in favor of mobility. But Conan is a little much. As much as I've loved the movies when I was a kid, I don't think it prudent to go into a swordfight in your underwear. I could go with a class or kit that is specially trained to fight very effectively with no armor, but would still suffer heavy penalties.
  3. But that makes for excellent roleplaying. The low-intelligence dialogue options from the original Fallout games were absolute genius!
  4. I agree, but I think that should be done within reason. For instance it would be much more difficult to execute a backstab with anything larger than a dagger-sized weapon, so daggers could be given a much greater backstab multiplier. Or a greatsword would hinder mobility and accuracy, so it would have a lower chance of a successful hit against an agile enemy. But a dagger is not realistically going to lop someone's limbs off. So making weapons too equal might be too much.
  5. Exactly. I would've enjoyed Dragon Age a lot more they hadn't pulled that. I was only able to complete the game several years later, when that disappointment wore off. I'd rather avoid a repeat of that incident. Skyrim was a great, great game which was also horribly flawed. Despite being a big disappointment after Morrowind, I actually enjoyed the game immensely - probably because it gave me precisely what Bethesda is extremely good at: a huge open world where exploration feels real. The post-IE games, on the other hand, were simply too different in too many aspects to have that same effect.
  6. That makes a lot more sense, then. In some recent games, that is pretty much the size of a standard longsword.
  7. The reason that we've seen that sword so many times is that there's only so many ways to make a sword. The xXxtreme designs are nice, but would snap at the weakest point the first time you use it. That sword is way too large to swing with one hand.
  8. Of course, there's that. After all, this game is going to be sold at Steam and a bunch of other platforms when it's completed. They will inevitably try to give it a little mass appeal. I'm hoping it won't make them stray too far from those names that carry weight with us backers, as you put it.
  9. Good point. They could put some limitations so it wouldn't be a viable option every time. For instance, he's defended so well that the crossbowmen kill you immediately if you attack. Fear is a very good reason NOT to do something for a chaotic evil character. Or the answer is in a safe in his house, but now you have no way to know which house is his, so you have to search for it. Good man!
  10. Why is it not valuable? In a roleplaying perspective, the more options you have, the better. I think forcing morals on someone playing an RPG is precisely the wrong thing to do. Homicidal maniacs have a notoriously disruptive playstyle. They derail campaigns completely and sometimes require totally unique paths to quest completion. It's not about forcing morals, it's about the fact that it's a lot of work for a niche playstyle. It could be implemented to a reasonable degree. So you have to get the key to open a door from someone? You could just go in and kill everyone. You get the same amount of XP, but you miss a lot of dialogue. Perhaps the game would be shorter, but simple workarounds could be done.
  11. Why is it not valuable? In a roleplaying perspective, the more options you have, the better. I think forcing morals on someone playing an RPG is precisely the wrong thing to do. If I'm playing lawful evil, I'll manipulate. If I'm playing chaotic evil, I'll murder at the slightest provocation. That choice should be mine to make.
  12. They could use legendary weapons, like an oversized greatsword that requires a ridiculously high strength score, or armor that uses exotic materials. But keep ridiculous, spiked, impractical looking designs to a minimum, please.
  13. And please no gigantic weapons. A simple dagger shouldn't be as long as your arm, and a warhammer shouldn't look like it weighs 150 pounds.
  14. I loved that part in Skyrim where someone died in a dragon attack, and I got a letter a few days later saying that she bequeathed her belongings to me. Trying to protect bystanders, or just drawing your sword against a merchant who rips you off, etc. can really improve immerson in my experience. Makes sense. But simple crafting could be useful. Not making a complete set of plate mail armor in your camp, but maybe crafting simple odds and ends, such as necessary supplies.
  15. Definitely. If they tried to implement everything being discussed here, the end product could become be a nonsensical mishmash of ideas. It might be better if they stuck to their original plan. If they had a finished plan, of course. I guess we'll see in a couple of weeks what they decide to do with it.
  16. All great ideas. A real injury system, necessity of rest, and non-regenerating characters (unless they're werewolves, magical creatures, etc.) could make for a very interesting and refreshing challenge. This might be out of context, but a survival mode, or having to eat/drink/sleep every day similar to New Vegas might be neat as well.
  17. Planescape and Baldur's Gate were great in that regard. Especially PS:T. The opposite would be something like Dragon Age, which I've recently completed. Okay, I've been recruited into the Grey Wardens, and immediately the king dies, along with my boss and my entire order. I've been forcibly brought here, so why would I ever care about the blight and whatnot? Their explanation that you had to do it because you drank the blood was a little weak, in my opinion. If I'm playing an evil character, I'd love to be able to attack non-hostile NPCs, for instance. A thieves/assassin's guild questline would be even better.
  18. One of my favourite classes from D&D was the monk. Not many games feature that style of fighting nowadays. The MMA thing made me laugh a little though. I also agree with you about the ability to play an evil character. That definitely doesn't work with a storyline where you have to save the world, though.
  19. All that stuff is in the upcoming weeks. The Kickstarter literary just started and its the weekend. Then again, I think Josh Sawyer said somewhere that they deliberately aren't announcing much about the project. On an unrelated note, I wish I could've been part of the Wasteland 2 kickstarter. I read about it way too late, though.
  20. While new content every day might not be realistic, I agree about the need to be clearer on the mechanics of the game. They may be waiting for more suggestions, but I wonder what they're going to do about all the wildly different ideas. It feels like they might not have anything concrete yet.
  21. Better for whom? I haven't been to a Kickstarter discussion before, but there seems to be a sharp divide between those who prefer different generations of games. I wonder how Obsidian could possibly implement all these opposing ideas. Perhaps it's best, at some point, if the developers just went with what they had in mind. Or the whole thing could become pretty lukewarm for everybody involved.
  22. Yes, but if that's the case it can't just be left implied. What your inactive party members are doing should tie in with the overall plot. Sure. You could refuse someone at the beginning, and if you wanted to recruit him later on, you'd go find him somewhere in the city.
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