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Radres

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Posts posted by Radres

  1. 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)

  2. 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.

  3. 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.

  4. 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.

    • Like 1
  5. 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

  6. 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

     

    2w5iv4j.png

     

    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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