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  1. Such as? In crpgs, I only remember ever seeing vancian or mana/cooldown based magic, and I didn't like either system very much. What I refuse to believe is an either/or mentality like: "We can't have tactical use of a large assortment of spells if it isn't done with memorization" My personal best shot, which took about 30 minutes to think of, is what I tried to describe as an exhaustion based system. http://forums.obsidian.net/topic/60261-how-should-magic-work/ I like to believe that Obsidian could do great things with this system, and it lends itself splendidly to a diversified character progression.
  2. I find it difficult to believe that rpg magic systems can be classified into "vancian" and "lazy, boring, underpowered waste of time" While I guess we all want an interesting and tactical experience, my view is that there are superior alternatives to memorization type magic systems for PC games.
  3. A bad tutorial does all these things, while a good one might leave one of the most lasting impressions of the game. (First thought that comes to mind is Bastion) I'm absolutely in favor of a well done tutorial, that becomes optional as soon as you have a savegame further down the road.
  4. Berk, jinx, cutter, dead-book... I love these words However, the cant permeated society and was ubiquitous in any stage and setting of the game. If the devs have the love, time and inclination to do it well, I'd definitely like to see a proper lingo for PE. Nevertheless, there's no shortcut with language. Anything else than full commitment will feel awkward.
  5. ok, ok... I get it, longbows are the ****...
  6. I'd rather not have the scarce resources of the project split in this way. For replay value I'd rather have several ways for the story to unfold.
  7. Would be cool, although I would consider it work time, not free time Since the main reason anyone posts here is the desire for own ideas to be included in the project, I strongly agree that face-time with the devs would go a long way towards satisfying the need of the forum community.
  8. I would love to play an archer, but I have yet to find a cRPG that makes long-range combat sufficiently "meaty". What do I mean? Impact of missiles should mean more than HP damage. I'm thinking as a minimum bracing animations, the regaining of balance by taking a step back. After a couple of hits, the target should look like a pincushion. I dislike vanishing arrows! I also dislike moderate damage dealing, rapid firing archers. That's boring. Arrows should be lethal to unarmored targets, but next to useless against plate armor and shields (that's what crossbows are for). At the same time, archers are dead meat in melee combat. To sum up, having an archer in the party should not feel like a permanent AoE DoT spell.
  9. I try to be pragmatic when considering what is possible with a $2mil budget. By far the most appealing option is lots and lots of 2d art, especially pencil sketches. Those looked incredibly good in BG, and a talented artist can churn out half a dozen in an hour. Items, weapons, spells, NPCs and even locations can all have their own mini-portraits. If these visual cues are given, the 3d model should be indistinct enough to allow the inner eye to complete the job.
  10. Great thoughts! I especially find your request for a detail limit interesting. Considering the budget constraint, I too would greatly prefer a pencil sketch and a short description for each weapon to super-detailed models. I also would prefer quick, fluid and varied (combat) animations with "blocky" character models to more detailed characters performing only a couple of animations day in and day out.
  11. Since people are enthusiastic about powerful, battle changing spells with long casting times, I'm thinking counter-magic would be an interesting specialization for mage characters. After identifying the type of spell cast by the enemy mage by watching the casting animation, the counter-mage needs to performs the appropriate counter spell. If this is done quickly enough, the enemy's casting attempt fails, or even backfires.
  12. Most of the time, I think explicitly showing brutality or its aftermath has much less impact than leaving it to the player's imagination. Setting the stage, then leaving it to the inner eye, so to speak. Uncovering the horror through dialogue or innuendo, observing the effects and psychological scars - this is the kind of presentation I'd like to see. I don't want to see lots of it, but what there is should definitely be told without sugarcoating. I'd love to see something surreal. Btw., consuming small amounts of the deceased is a funeral rite that actually exists. As soon as you read up on the motivations behind it, it's actually not horrible at all.
  13. I dunno. It's not like we're talking about food, or a basic necessity. Paying a low price for an old game is quite alright. Somehow it means it's still worth something. I'm talking $3.5-5. Piracy is so easy, that anyone who wants the game for free will get it without any hassle anyway. Developing country citizens with broadband access (usually $20-60 a month) have the money for this kind of investment. Aside from "honest pay for honest work", I feel that paying a token appreciation makes you cherish the game a little more.
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