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Posts posted by Radres
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I think it's safe to say that the critical hit mechanics , when implemented won't be the same as DnD, because they stated that their creating anew system and they wouldn't risk a lawsuit by making that system similar to DnD.
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Trulez you are assuming that there will be a strategy that can be build around doing criticals. No one is saying that criticals should be so frequent that some characters will be able to be build around criticals.
Beside why should we take away a certain aspect that made Pen&Paper games fun? While i know how to play chess i never want to sit and watch a chess match and that says something.
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Randomization makes game balancing difficult and could undermine story telling. Small amount of randomization is fine for loot but important items should always be at the same spot.
I want P: E to replayable for it's story, arching outcomes and characters not for it's loot or dungeons.
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Reloading is never fun. Why would anyone like it ? What fun is,is the type of combat that challenges your wit. If you can't overcome a situation even if you reloaded a few times and changed your approach then this could be a hint for a bad game design. I don't want that.
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Chess-Battles are radically different then RPG-Battles. Chess is more about how you start your move, what you can sacrifice and how far you can predict your enemies moves. In fact the most important thing in chess is to be able to predict the enemies next move. That's why chess , while incredibly deep, has a very simple ruleset.
cRPG's are based on Pen& Paper games. Where the most memorable sequences are those of fortune or misfortune. Any one with a favorite Pen &Paper moment will probably tell you something going incredibly wrong or good.
Those events will make their moment more exciting. When a sudden mishap will fire up your brain cells to control the damage or a sudden luck will ignite hope against dire odds. In the end people will probably be thankful for that. Because it breaks the routine.
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A good strategy game would force you to adapt in unforseen situations. In that regard criticals are reasonable options. They are, what makes good strategies standing above others.
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Just backed up! Glad you guys give us the opportunity to be a part of Project Eternity!
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I'm fed up with the classical three dialog choices (positive, negative, neutral) that you see in most of the late RPG's. I hope there will be at least two variants for every possible outcome of the dialog. Maybe you can choose to say something blunt or prefer a softer approach. Something that gives you a chance to define your character more deeply than the modern variants.
The GUI is for me not important.
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i think it's easier to balance the game with a level cap. Plus it makes you think about the choices you will make when levelin your character up. It's a win win in my book.
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Wizards could have critical "misscasts" too! But i think unless they make sure that the chance to have critical misses is decreased when your character or the npc is trained / skilled in a certain way. So in lower levels you could have more trouble with controlling your gear but if you train or skill your character to it you'll start to handle your wepons/armor /spells safely without exposing yourself or blowing your party with a fireball
This would also add a sense of accomplishment and progress to the game. Also it rewards gearing your characters approprietly
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i found it always frustrating to be in a place where you couldn't rest. Especially in a game like BG, or P:T when it is almost mandatory to enter a battle refreshed in order to survive it. It didn't add extra challenge to the game just the annoyance to wander back to the spot where you can rest and then come back.
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Would be fun to Like i said if not too overpowered this could spice combat up by a lot.
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The organisation of the soul aspects probably should be differently alligned, i just put them so in order to express my idea. I think this kind of a thing, if well implemented could offer interesting choices.
Souls being a source of power sounds interesting. i'm wondering what will we hear from the devs on this matter in the upcoming updates.
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I hope that our soul is not just a mere plotdevice and that it has a significant impact on gameplay mechanics. I think it has potential to offer a complete unique gaming experince. The perspective our devs have i hope is more on line with P:T and MotB.
My thoughts about a "Soul" progression starts with "Soul Aspects" and a "Soul Map"
Like this there
could be beacons to show you on which path your soul is wandering. Imagine this,
- You start at the center of the "Journey" your soul takes
- Your actions, how you treat, talk to other NPC's in regard of those aspects will move your soul in the related areas.
- How near your soul moves to those aspects will grant your character bonuses even extra attributes. (Each aspect should reward you in some way)
- The NPC's would probably react to your "soul" some positive , some negative . It would depend on the NPC's character
The downside is, this kind of a system renders alignment selection obselete, since you are determining who you are through your actions.
Is this kind of a system a good idea? Would you like to see something like this? If yes, what Aspects and bonuses would you like to see?
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- You start at the center of the "Journey" your soul takes
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Yes and head over texts like Fallout would be great. I still chuckle when i remember a Mutie calling "badass moving in" and firing his minigun!
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Critical miss could maybe increase the critical hit chance of a monster. And while i understands Valorian's concerns, i think critical hits and miss effects would help to make the combat more suprising and dynamic.
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In BG2 there wasn't much of an AI, i think for most of the RPG's it is an aftertought. And as a consequence the tough combats in BG2 had cheap tricks like the instant buffs some wizards and monsters received. I hope this will be different but i'm not betting on it.
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What do you think? Should there be critical hits and misses in combat with adverse effects on gameplay. If yes what kind of effects do you imagine in critical hit and miss situations?
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The tracks are beautiful! Thank you ! I was hoping for a blend between BG and MotB !
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As long as it is already planned -means not a stretch goal-, optional and not in the same vein as the late Bioware games, which were pathetic and shoehorned, it's fine for me.
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i'm eagerly awaiting the paypal option.
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The game will not be a DnD so i don't think that there will be multi-classing or prestige classes in that sense.
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Small tidbits of voiced lines are fine to give an NPC a character. You could tell the moment you heard Aerie that she was unsecured. or who could forget Edwin?
So, i'm also going with a "No" on full voice acting. Like the dwarves in BG2 said "Your chatter is getting on my nerves."
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In the Dungeons & Dragons role-playing game, Chronepsis is the dragon deity of Fate, Death, and Judgment. His symbol is an unblinking draconic eye.
God dammit. Well it was fun playing this game guys, I so badly wanted Wheel of Time too... I set myself up for that... lol.
NWN3 and BG3 is exciting too!
So I Left the Guy Naked in the Adventurer's Hall...
in Pillars of Eternity: Stories (Spoiler Warning!)
Posted · Edited by Radres
While those are cool and totally new concepts, I'm afraid creating an ai that powerfull , or making the rewards shared would very hard to implement. I'm a programmer and know that sounds cool, but it's also very hard to do.
A system like in BG where companions threatened you to leave to was based on your reputation solely. this simulates some aspects well. but coul be made deeper. Combining this with a system like Kotor 2 where your companions shared their knowledge based on how much they like you would be much easier to implement and serve for role playing purposes without being much of a hassle.
To sum it up;
- The game should adjust the view of your companions about you , based on the correlation between your actions and the character taits of your companions.
- The player should be made aware that the viewpoint of his companions about him/her is changed
- Dialogs, quest progressing should be a factor.
- Obviously leaving your companions should have adverse effects, especially when they grow fond of you. Even a motivation for revenge or payback could be in. This would be truly new.
- While leaving someone naked could made the character leave searching for something to wear on, its not a deal breaker to me. But They can give some witty or funny remarks , those are always welcome.
- A party with conflicting characters should very hard to be keep together. A certain amount of skill ( diplomacy, charisma) and wisely choosing your reply when in dialog with your party should be cruical. ( BG2 with it's slayer and reputation mechanic was awfull)