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Piccolo

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Everything posted by Piccolo

  1. PE is supposed to pay tribute to the IE games, taking the best aspects from them - not necessarily copying every last detail. There's certainly room for changes and improvements, while still staying true to the IE experience. As others have suggested, an exit every five levels that has a catch (like being dangerous or hard to access) is perhaps a good compromise. Also, I agree about being able to retrace your steps and go back the way you came in. Perhaps I should have made that clearer in my original post.
  2. Worms Revolution The addition of water, environment objects, and classes freshens up the experience enough to make it worth the money... though it still doesn't live up to 1, 2 and Armageddon.
  3. Yeah... I was expecting a lot worse. Most of the comments were stupid spam messages, but I didn't see much that was overly offensive.
  4. As others have said, I don't think they're trying to be innovative with Project Eternity. I think the main objective is to create a "best of" Infinity Engine game, with a few other features and improvements taken from other cRPGs. I certainly hope that it has a big impact on RPGs in general though. More than anything, it should show that there's still a big audience for cRPGs, and that a lot of gamers are generally fed up with common trends seen in newer RPGs, like excessive streamlining, hand-holding, fully voiced dialogue, graphics over content, consolization, etc.
  5. Ideally, I would like the world to be very medieval, with only subtle technological advancement among certain cultures. I would also like patches of more weird and wonderful cultures for some of the non-human races. As for magic, i'd like that to be kept fairly minimal. Same goes for monsters and other fantasy elements. I think I really appreciate that kind of stuff a lot more when it's low-key.
  6. If you've only played BG2 and DA:O then you're really missing out. For the Project Eternity feel, definitely go with: Baldur's Gate Planescape: Torment Icewind dale Other RPGs i'd strongly recommend: Arcanum: Of Steamworks and Magick Obscura Darklands Might & Magic 6 Might & Magic 7 Betrayal at Krondor Gothic Gothic 2 The Elder Scrolls II: Daggerfall The Elder Scrolls III: Morrowind Realms of Arkania Arx Fatalis Deus Ex System Shock 2
  7. I agree, this discussion isn't going anywhere. As I said on the last page, I don't even care that much anyway. Even if they go with multiple exits, i'll still look forward to the game and to exploring the dungeon. I'm not one of these gamers who throws a hissy-fit when a feature doesn't go their way.
  8. No thanks. That sounds FAR too convenient for the player. I'd rather they just let you walk out of the exit with the loot yourself, with a high chance of a group of bandits ambushing you on the surface.
  9. Sadistic challenges? Torture? ... It sounds to me like you just don't enjoy huge dungeons. In which case, why do you even care about the mega dungeon? There's going to be tons of other stuff in the game for people who don't particularly care for dungeon crawling. There will also be smaller dungeons for people who only like a small amount of dungeon crawling every now and then, mostly for loot. Anyway, relax a bit. I can be quite opinionated at times, but i'm not trying to dictate. To be completely honest, I don't even care that much. If they decide to include numerous exits on various levels (which I expect they will). it's not going to be a deal breaker or anything like that. I'll still be just as excited about playing the game.
  10. When I walk into a big old ancient dungeon, I want to feel lost and trapped at times, not knowing when i'll be able to escape. And actually managing to escape should not only be challenging, but it should also feel like an epic journey. Being able to come and go as I please without ever having to spend any great deal of time lost in the dungeon kind of trivializes the experience and makes the dungeon seem far less ominous. Wait, you're twisting things now. We're talking about shortcuts here that let you exit midway through the dungeon then come back as you please, not alternative exits near the end. I have absolutely no problem with there being multiple exits at the dungeon that are difficult to find.
  11. It had two MAIN Gates. But it also had a ventilation, and service exits, because otherwise is stupidity, and Tolkien wan not stupid I suggest you go study Tolkien's work a bit before making stuff up. Trust me on this though... the west gate and the east gate were the only known exits from Khazad-dûm. You also have to take into consideration that large sections of Moria would have been completely inaccessible at the time when the fellowship passed through, so even if there were other ways out (which are not mentioned anywhere by Tolkien to my knowledge), it's highly probable that the fellowship would not have been able to search for them. The east gate really was the only viable escape.
  12. What? I fail to see how not having exits on every other level prevents the dungeon from being complex, with lots of secrets to explore. I also fail to see how it would lead to a linear storyline. There would be nothing stopping you from playing through the dungeon again on another playthrough with another character, and getting a very different experience depending on the choices you make inside the dungeon. All getting rid of the exits does is stops people running back to town to sell loot constantly, while creating a more epic and intense experience. It doesn't impact exploration or storyline within the dungeon at all
  13. No. There are two gates of Moria. The fellowship entered through the west gate, which was subsequently blocked off by the Watcher, and escaped through the east gate. Those were the only two known exits.
  14. Even if there's no respawning, I don't see why there can't be new encounters when the player back-tracks. It's really not that difficult to implement.
  15. Quite right. People need to stop worrying so much about the estimated release date. Obsidian know what they're doing.
  16. What? You're just being stupid now. Oh please. Don't give me that crap. You know perfectly well that the term "dungeon" is broadly used in video games to refer to all sorts of underground places - not just prisons. Caves, mines, tombs, and yes, even deserted old cities often fit under the broad "dungeon" term. And in the context of The Lord of the Rings, no. Moria was not filled with friendly merchants and such. It was effectively a tomb filled with all sorts of enemies, including a balrog at the end (Does the concept of hordes followed by a big boss monster at the end sound familiar to you? It should do, considering a large amount of dungeons in video games are heavily influenced by Moria).
  17. I guess I wouldn't mind the initial entrance remaining open for people who really want to escape (although this shouldn't be as straightforward as back-tracking past corpses - enemies can come from behind as well as in front, after all). The main thing I don't want are exits and portals midway through purely for player convenience, so they can hop in and out easily.
  18. It bothers me even knowing that the exits are there in the same way that having weightless items would bother me, Then you have a problem with believable worlds. Tell it like it is. Again, any massive, man-made structure is going to have multiple doors and exits. Not for the intruder (the player), but for the people who live there. If it doesn't then the level designers suck ass. I would argue that while having lots of exits is certainly plausible, implementing such exits in a game is almost always done for the convenience of the player. If you really wanted to design an ominous and epic dungeon with no consideration for player convenience at all, I think you'd leave out the exits or have them blocked off to make for a much more compelling experience. Again, look at the mines of Moria as an example. If the fellowship walked past several clear-as-daylight exits on their journey through the mines, it would have been a detriment to the story.
  19. Certainly. However, allowing you to leave a dungeon when you're halfway through does not fit the definition of "too much freedom.". I think you're kinda getting a bit over zealous with your argument here. To me, it most certainly does fit that definition. I mean really, this is supposed to be a monstrosity of a dungeon, and people want to waltz in and out at leisure to sell loot? Come on...
  20. It bothers me even knowing that the exits are there in the same way that having weightless items would bother me, even though I could choose to pretend the items had weight and limit what I kept in my inventory. Just knowing that there's no easy way out of the dungeon makes the experience so much more intense and enjoyable for me. And I disagree that the mega dungeon should be for everyone just because it was featured in the kickstarter. Not every aspect of the game has to appeal to absolutely everyone, and the developers shouldn't try and force it to be that way. A lot of people don't like reading large amounts of dialogue, but I sure as hell wouldn't expect them to water down that aspect of the game just for people who are more into combat.
  21. Stupid argument. There's such a thing as giving the player too much freedom in video games. Often, "forcing" the player to complete something before they're able to move onto something else is good design.
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