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OldRPG'sAreGood

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Everything posted by OldRPG'sAreGood

  1. If there is a rival in the game, I hope for someone with a Saemon Havarian feel. Someone who goes along with your plans as long as it fits him/her self. But at the same time, someone who uses you(Saemon dumping the piece of the sword to you, knowing who are after it), and when trouble arises, s/he better his/her own position at the players expense. Someone who you could thank for the thing s/he is willing to do for you, or who you could also curse after a "backstab". So someone who the player can side with easily, but also who can earn the hatred of the player just as easily.
  2. I think that it would be appropriate for only certain NPC's to talk in length about most things, characters like inn keepers, guard captains, mainly persons of interest to shorten the list. People who actually would have something worthwhile to say. Also I'd like to see different view points explained by NPC's of different cultures and factions. But, I don't expect NPC's like peasants(at least the nameless ones) to talk to my character very much, possibly more like in this manner, a short, "floating" comment :
  3. I'd like to see something like ratmen or the sort, and they'd be the residence of souls who messed up in their past lives. A tormented race for souls which need to redeem themselves. Not necessarily ratmen though, just something "uncomfortable" for the soul, as ratmen for example would probably have many parasites and so on. A race where a high position in the society would mean that the soul succeeded in redeeming itself.
  4. BG curve was ideal, IMO. Though TotSC was kind of pushing it with it's items and extra xp(I mean after Aec' Letec and Durlag's Tower I found Sarevok and his cronies to be a cake walk). Though I think it would be good for the player to be powerful enough to feel like a hero, but not like a demigod.
  5. I'd like this, but only if the item is not made by the player, rather than some very talented NPC. Also I'd prefer that it'd cost and alot and to keep these legendary items from getting to every equipment slot, I'd say that only one personal item can be made, or "connected to his/her soul". And perhaps the item would have to be magical to begin with, so that the soul isn't taxated too much. This, IMO, would be ideal, as only one "legendary" item could be made by the players specifications, it would cost so it wouldn't be available early on and finding a magical item the player is willing to tamper with might be a challenge as well, though that depends on the rarity level of magical items.
  6. Don't really care about any of those, with the exception of multiplayer. If the single player portion is done and it seems that there's little to nothing worthwhile to add to it, well, make co-op, I'll use it. But I still think that single player should go miles ahead of multiplayer in the list of priorities.
  7. I'd prefer a safe storage with benefits, like an cabin in the woods where the player might store items that would have to be gathered at the house to yield benefits. For example, assembling a library within your house which helps with lore check when within the house. Or another example, gathering alchemy sets and ingredients so that experiments might be done without causing mayhem, after all, not everyone at the local town will like if you brew an explosive concoction within it's borders.
  8. Yes to 1, because, well, slavery's an interesting concept IMO. Yes to 2, because that houses one major reason with what people have tried to justify slavery. Difference. Also seeing how different races might be suited for different jobs, many slavery systems based on region, culture, etc. would be ideal to have and see.
  9. I agree with your points, though I must admit I've found the antagonist I remember and like in the Fallout series(so yeah, spoilers if you continue to read): The Master, he thought he was never the villain, until you showed him the flaws of his plan. The thing I like about him is that you could see he was trying to save the world, his way. Though it turned out his plan could not work, I saw the point he was making, to create a new, superior race from humans, suited to face the post-apocalyptic world. Father Elijah, a madman who had absolute grip of the player. The fact that he was in control, that he made the rules, was a good thing IMO. How he tried to alter the human nature, to control greed. It was in plain sight that he was, in fact, a genious, but a crazy one. I found snippets of wisdom in his ramblings and overall, I liked him as an antagonist. Ulysseus, a man who had followed you, stalked you. A man who blamed you for atrosicities, who questioned your set of morals and your choices for the fate of the Mojave. And with a plan of his own to "set thing right". So, to sum it up, I'd like to see an antagonist with a good plan(at least on paper, as some flaws might occur when it is applied), a hefty ammount of control over things and who makes you think about your choices.
  10. I'd like to see an Archer specialisation somewhere in the fighter classes, then depending on the nature of mage classes, a class specialising in each element(fire, water, etc.), then in the thief department, perhaps something like a Spy class, dedicated to avoiding combat completely.
  11. Savonlinna(Nyslott if you want to get swedish on the name), Finland.
  12. Rare and powerful. That way they feel magical, and give a feel of accomplishment when succeeding in getting one. Also rare and powerful magical items would make enemies wielding them hard and rewarding to fight.
  13. Very. Especially when it comes to items, I love to discover how my character is holding the weapon/armor of the famous [enter character/moster name here] who s/he had read and heard so much about. Or that it was an ancient artifact, lost for ages and now found.
  14. The less you stress, the more you feel refreshed.

  15. I'd like player house to provide, besides being a safe haven, benefits for various checks. For example, gathering an extensive library would help with lore check while within the house(hmm... didn't some dev "do notes" about this?). Also quest(s) linked to the house might be nice.
  16. I don't think that most NPC's need a cycle, as I don't expect a city filled with named NPC's rather than a city habited mostly by "faceless" and nameless NPC's that simply habit the streets, strolling around and even that makes the world feel more alive. But, some named NPC's could have a cycle and preferably so that learning it might give some benefit(for example if the NPC is to assassinated) and advantage over a situation involving that NPC.
  17. I don't think that a mega dungeon would have to be completely apart from the story, for example the first level of the dungeon could contain something relevant to the story, but the rest would be optional. This way the dungeon would have "a point" to be there, apart from being a treasure cache and an adventure on it's own regard.
  18. Maybe, might be interesting to read about some famous NPC's story. Or even some nation birth story. But truth be told, I'd prefer that the game'd be made first, and see if there's a large enough crowd for the book.
  19. A big, dark, challenging dungeon? YES please. With treasure, lots of juicy, shiny treasure! Or not... what kind of surprise it would bring when the adventuring party has cleaved it's way through hordes of monsters and traps just to find out that they were chasing an exaggerated legend. Also if the dungeon has a tip top story within it to be found, I'll probably never leave the damn structure. I'll stay in it's depths, rolling in it's treasure, wether it's gold or knowledge. So to sum it up, a big, well written dungeon is most welcome.
  20. I'd love to see a mage hunter class. I could see them carrying firearms and one of those.... ummm... "war pickaxes" or whatever is their actual name.
  21. Souls sound very interesting, and seem well weaved into the world and cultures. What comes to technology levels, I'm interested to see what caused these differences between cultures(natural barriers, cultural shun, etc.). Sea travel and monsters also intrigue me, there are colonies, but due to monsters, connection can maybe break from time to time, thus slowing the colonization process, which in turn probably slows the advancment towards indurstialisation. Real interesting. And adventuring companies sound fun, I can only imagine what people come up with. All in all, a great update.
  22. I'm currently on the last stretch of my Fallout series playthrough, just started OWB in NV(Dm and Hh are done, and the main quest is at the branch point). And I'd have a Baldur's Gates playthrough on going as well, but I got bored with the character in Underdark, so..... Also Medieval 2: Total War deserves it's mention, as it tends to suck more of my time than either of the earlier games. At least every once in a while.
  23. I've recently been watching through a Top-50 list of one finnish movie site, and the 5 most recent being: 1. Once upon a time in America 2. Schindler's List 3. Forrest Gump 4. Blade Runner 5. Apocalypse. Now. All great movies, which I won't mind to watch again for a few times in the future.
  24. I'm all for more alien creatures, and alien enviroments as well. But I believe that more traditional creatures, such as wolves, have their place as well. Though one thing I'd really like to see when it comes to creatures in this game, would be a "Book of monsters" kind of thing, with a description of the monster race alongside with a sketch. They could also be categorized into many books, such as "Book of monsters: Undead" or ":humanoids" etc.
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