Jump to content

Tamerlane

Members
  • Posts

    1123
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by Tamerlane

  1. mmmh... Maybe because a critical hit would be an attack so well placed that it ignores armor? like hitting between armor joints? Or because the blow is so powerful it passes through armor, piercing or slashing through it so the body is hit directly and damages or not lessened. Ah, a late response to my objection. 1: My specific complaint was that it was an arbitrary inclusion in this poll. Every other poll option is about how armour operates. There is one specific poll choice that is about how armour operates and for some reason also about how critical hits operate. 2: It'd be unbalanced as ****? Critical hits are awesome against armour but worthless against the unarmoured? I guess unarmoured people don't have weak points or something.
  2. You know that a character that gets up after being knocked unconscious will be really close to being dead, right? Like, not unconscious. Mortally wounded/dead. Which is something separate entirely from the stamina system.
  3. I don't really like how most RPGs do inventory. This isn't a grid vs list thing. I don't really give a **** about that. What I'm talking about is a thing regardless of whether your inventory is a sheer wall of item names or a mountain of tetris pieces. RPGs have a lot of items to play with. And to facilitate playing with them, developers give us nice, big inventories, far larger than any human could carry.This is a Good Thing; I get enough "I'm not sure if I can carry all this stuff up this mountain path" in my real job. At the same time, inventories can be a source of strategic depth. Developers use things like weight and encumbrance, stack caps, limited grid space, etc. to force players to make choices about what they want to take. This is also a Good Thing. And these two Good Things hate each-other, and when combined - as they usually are - you get the strengths of neither and the weaknesses of both. You're carrying fifty potions and two sets of just-in-case armour ("... and this shield gets +5 damage resist against disembodied moose testicles..."), and you spend the last ten minutes of every dungeon dividing every item's cost by its weight and ditching the losers. Or you end every room-looting session with two minutes of redistributing everything the thief grabbed to the people that are actually capable of carrying it. Or you're just... generally inconvenienced, but never to the point of rethinking how you play. That ain't a Good Thing, if figure. Y'know what RPG does inventory half-way decently? A ****in' console JRPG. The basics of it are this: each character has a small inventory. Like, a few weapons and a few potions. Small. But then you've also got your camp inventory, which is unlimited. When a character picks an item up out of the field, it enters their inventory. If their inventory is full, they have the choice of either sending it straight to camp or putting it in their inventory and sending a different item back to camp in its place. When in camp, you have access to your entire inventory and all your characters. No massive stacks of potions for every occasion. No swords getting lost under pages of alchemy ingredients. No thousand-pound backpacks. Of course, you can't just copy-paste. Fire Emblem makes no distinction, for example, between equipped items and unequipped items, which works there because they don't deal with armour or accessories, but in an IE-style game, those things would clog you up something turrible. Swapping items between characters would have to be easier. And there's the risk that it might exacerbate the "but I might need this rocket launcher in the next fight..." syndrome. And Obsidian would have to carefully choose when to give players access to the "camp inventory" (Do you restrict inventories in towns? Do you un-restrict it at a town store? Or when crafting? Stuff like that.) to maintain any depth without becoming annoying. I dunno. I just really haven't been impressed with inventories in... well, most any WRPG. BG, Witcher, Elder Scrolls, KotOR, Fallout... maybe there has been a game that's done something else like this - or has approached this thang from some other interesting angle - but I ain't seen it. So, y'know. It'd be cool. I think. Also, I really want to replay Fire Emblem 9 and 10, but my ex-roommate nicked 'em from me.
  4. They did this in Arcanum: small, normal, large. I hated it mainly because I couldn't ever find the right armor drop with the right size even at Blacksmiths. It was interesting though. Wrex spent a ****load of time wearing bright pink because that was the only krogan armour I could ever find...
  5. But but but but that's something Mass Effect did and Bioware Mass Effect casual sex scene Gaider.
  6. A valid point, but I've still gotta stop and read the damn combat log.
  7. Could you explain how it's even possible, if player is the only real source of action in the game? Some examples from other games maybe? Im realy curious about that. While not directly relevant to an IE-style game, there was a certain quest-necessary NPC in Oblivion who had a nasty habit of falling off a very tall bridge and dying...
  8. I'm... not sure how that is a staple of JRPGs. For every time you get something like Breath of Fire's "let's discover the secret history of your species," there's a thousand "let's kill the world-conquering/destroying alien/god". Also not sure what you meant by the music being JRPG-ish, but****whatever.
  9. But I can't grow a mustache if I already have one...
  10. Save-or-be-****eds are lame and have always been lame. They're either caster supremacy in a bottle or totally worthless.
  11. C. Wizards have some manner of penalty when wearing armour, but it is not so punitive that armoured mages aren't viable options.
  12. Bingo! I find it strange that most of the people posting in this thread are of this mindset, but most posters in the thread about powergaming are of the mindset that, since it's a single player game, who cares? Well ****, ya beat me to it.
  13. Those are some of the best answers to anything ever. God Bless America.
  14. Brings to mind an Oblivion mod I once used. In vanilla Oblivion, all skills are tied to a stat: alchemy - intelligence, blocking - endurance, etc. Increase the skill, increase the stat (kinda; Oblivion's levelling system was ****ing terrible, so it was a bit more complicated than that). The mod that I used connected the skills in a wheel. Do enough endurance-related stuff and you'll get a small increase in strength and willpower. Do enough willpower-related stuff and you'll get a small boost in endurance and intelligence. The game still had a lot of problems, but it was a neat mod.
  15. Well... yeah, probably. I - and I think (haven't looked too closely) most others that favour increasing attributes over the course of the game - also favour very slow progression. Not Dragon Age's 5(?) points per level, or even good old PST's 1 point per level, but something more like NWN2. Four attribute points over the course of the game isn't going to turn Minsc into Imoen. And if Obsidian feels that a particular low stat is essential to that character - like Minsc and his low intelligence - then they could just throw some trait on him ("Kicked In Head By Donkey" or some-such noise) to justify locking that particular stat down.
  16. Point buy, small increase over the course of the game. And a big yes to making every stat worth investing in for every class.
  17. Moral meters/grids are out. Faction-dependent reputation is in (and isn't simply a bad-good scale; if you rescue the kid from the well then burn a house down, your reputation in that town is "mixed", not "neutral").
  18. Not a fan of respec. Don't care if it shows up in the game in some form, which it probably will, because I can ignore it. ****, that was easy.
×
×
  • Create New...