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Stun

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Everything posted by Stun

  1. He'll come with a cloth map. And if we get 20K likes on facebook, he grows.. lol
  2. I'm assuming that the entire dungeon will be "recommended" for a higher level party. I'd hate to get my expectations whipped up to a frenzy from all the Hype, only to discover that it's nothing more than a giant kobold stronghold. Because that would be the biggest letdown ever.
  3. Notice how it's just a head and neck. As if it's practically begging for more levels. If reach something crazy....say... 80k backers, we might end up seeing its whole body. lol
  4. a party Keychain is a great idea. Another good idea is how Temple of Elemental Evil did it. When you pick up a key, it instantly goes into your journal (there's actually a section in the journal called "keys", and when you pick up a key, it instantly goes there, along with information on who you got it from and what it opens, thus bypassing your inventory all together. Aah, That's an easy one. Keep on the Borderlands.
  5. Monks are not. they are found in plenty of things outside of D&D. They are found in plenty of things outside of D&D. They are since 3rd edition also found in D&D. Hell, Monks have been in D&D since 1st edition.... back when Quivering Palm didn't have a saving throw
  6. The funny thing is, if they did "another Torment", many, many people here would bash it as garbage. Look at all the threads on this forum. Look at how specific and refined people's tastes have become. There's posters here screaming for giant Dungeons, Hard core Tactical combat, perma death systems, There's people here still griping about the fact that PE won't be turn based. There's people who want realistic armor in combat and can't stand looking at anything that deviates from it (let alone an entire party of virtually unarmored characters) These people won't be happy with another Planescape: Torment, because Planescape: Torment had none of this.
  7. I will now list a few things that PE can learn from DA:O. 1) It can learn that a spell/ability cooldown system dilutes magic and turns combat into action gameplay. 2) It can learn that being able to engage in dialogue with your party members, like you can in DA:O, does SO much for a game's richness. (or did you not like this feature? It's what made PS:T so great) 3) It can learn that 6 different prologues depending on your race and class is at least 6 times better than just one prologue that is irrespective of your character creation choices. 4) It can learn that a good, long game does not need to be broken up into acts or chapters to be able to present a driving narrative. 5) It can learn that even Warriors can benefit from a list of abilities (Unlike the IE games, where warriors do nothing but auto-attack. And even specialized warriors only have, at most, 1 or 2 selectable abilities to distinguish them from generic warriors) 6) It can learn how NOT to handle lockpicking, speech, and survival.
  8. Just a thought: This jilting you feel you're getting might have something to do with the fact that with every single one of your posts here, you've approached this thread as if it was a "DA:O vs. IE" discussion. Even though it's not. At all. Did you even read the OP?
  9. Nope. If anything, it's too low. Facebook 'likes' spread like a virulent plague. All that's gonna happen here is that they're going to underestimate again, They'll reach 20,000 by tomorrow and then scramble to do another update, promising another level of the dungeon or whatever if we reach 40,000. That's remarkably low for a gaming company as big and as non-indie as Bioware. And in the world of facebook as a whole, it's nothing. Justin Bieber has 47 million likes lol
  10. $4-5 million? Games didn't have Hollywood Blockbuster budgets in 1999. And whatever you add to that total due to inflation can be subtracted right back due to today's technology. With $3 million, Obsidian is in a rather good position to produce a great, and meaty game that competes on even terms with any of the IE titles. Yeah. This. From Yesterday's Q&A session with Feargus: Of course, the BG games were the only IE games that came anywhere near 80h+ for a single playthrough. The Icewind Dale games were significantly shorter.
  11. Laugh if you wish, but that was a real gripe of mine in the NWN series. The game let you coat your weapons with alchemist fire for additional temporary fire damge, but monks got screwed because they couldn't coat their fists.
  12. "Loot" and "because it's there" have always been sufficient reasons to enter and complete any Dungeon.
  13. Well, unless you were a dwarf Noble, then just about every single NPC in Orzammar, including the main plot givers, changed their dialogues to reflect the fact that this is a homecoming. Oh, and unless you were a Human Noble, in which case, the entire Storming of the Royal Palace changed to reflect the fact that you were getting revenge. Or unless you were a Circle mage, then all the dialogue with Irving, Uldred, Gregoir, Cullen, Wynne etc. drastically changed to refect that homecoming, as well. Nope, you can't, in the spirit of honest debate, short-change this. DA:O has a billion flaws, but this isn't one of them.
  14. Kinda short changing things, don't you think? Those Origin stories weren't just concepts. They were a game changer. Authentic innovation that, to this day, has never been duplicated and never gets the full credit it deserves. They were one thing that DA:O did so totally right. Something that none of the old school games even came close with. Origin stories depending on your character's race and class? Wow. The old school games didn't even HAVE different prologues dependent on the type of character you made. At the very very Most, you got some games that slightly altered their beginnings to reflect either your class or your alignment, but it was so meaningless and cosmetic as to have no relevance whatsoever to the rest of the game. For example: Temple of Elemental Evil's opening vignettes. So Lets compare DA:O's Origins, with TOEE's Origins. Oh wait. There is no comparison. TOEE's "vignettes", lasted approx 1 minute and contained about 3 lines of content. (literally. The Chaotic Good Opener for TOEE starts you off in a small tunnel that leads to a chest. You open the chest and a Note says: Go to hommlet to find treasure. Then boom, you're teleported to the beginning of the game's adventure lol) By huge contrast, DA:O's Origins were actually major background stories, with about a half hour's worth of content, combat, and introduction/ties to NPCs that influenced the rest of the game, etc. DA:O completely hit it out of the park with that feature alone.
  15. I find this topic much easier to comment on when the focus question is: What do you not want to see in this mega dungeon. But I'll do both. So here goes. 1) Random Themes. Let me explain. I didn't really like Watcher's Keep that much. It was fun, in that munchkin kind of way, but overall it was rather poorly designed as far as Mega dungeons go. It lacked that special *something* that made Durlag's tower so great. WK was a revolving door of themes that nether mixed well with each other, nor make sense on their own. Top level was about Undead and....petrified enemy things that came to life. Second level was about Fire giants, Slimes, wind, electricity, mages and a Demon. Third level was a Githyanki vs. Mindflayer war, 4th level was Demons vs. Devils, 5th level was... nothing. it had no theme, it was just a "character test level" that didn't really make sense from the main narrative's perspective. And of course, the last level was just the boss. I'm not a fan of this design, if you can even call it that. If a dungeon is going to shift themes every level, it should be logical within greater narrative of the story... and it should be a gradual shift, not sudden wild, almost random theme changes, like we saw in Watcher's Keep. 2) Arcade game crap. Anyone here remember the Battle Squares mini-game in IWD2's ice temple? Yeah... No. Lets not have anything like that again....ever. 3) 1 million & 1 keys. Even Durlag's tower lost points for this. You're 3 levels down and at least one of your characters is basically forced to *disable* use of his inventory because it's filled to capacity with all the keys, journals, wardstones etc. that the dungeon "requires" you to have if you wish to advance. This is unnecessary for a decent dungeon-crawling experience, and while I actually enjoy a good inventory management mini-game in my RPGs, I dislike those occasions when the mini-game turns into the main struggle of the dungeon. Devs need to be mindful of this. NOW.... Stuff I do want to see. 1) Various degrees of lighting. Some levels should be really dark, others shouldn't. But both should have a story-based explanantion for why they are what they are. Oh, and it should make sense. A level filled with subterrianian lifeforms who don't have eyes, should never contain lamps and torches embedded in the walls (for example), should it. 2) Mood Mood Mood! Very few dungeons get this right, and even fewer maintain it after they do. The very ground, ceiling, walls, doors and music should do as much to project the feeling of danger and death as the traps and monsters themselves. 3) Do puzzles/obstacles, but don't overdo them. 1 per level is a good rule of thumb
  16. And I'm not sure which NWN2 that guy was playing, but my copy did not have a "rushed ending". If anything, it suffered from the opposite: A whole extra section tacked on at the end that the game would have been fine without. The story seemed to climax during the siege at your keep. But after that was done, you still had to go do a rather bland dungeon to take care of the end boss. And the fact that it had a slideshow presentation at the end is a seperate issue, since people didn't complain about its content, but rather, how terribly voiced it was.
  17. ^That's how torment did it. Just that It didn't advertize the utilized stat. If you were smart enough/wise enough/charismatic enough, you simply saw that extra dialogue option(s) on the list. That's the way it should be.
  18. Witcher 2 did political intrigue better than any other RPG I've ever played. But.... I'm trying to picture an industry full of "down to earth; politics of man" RPGs like Witcher 2's plotline. That just doesn't sound all that attractive to me.
  19. He does Not. You're never making a 'valid point' when you jump to such all-encompassing conclusions on such little information. In fact, Planescape: Torment is a perfect example of the folly of doing such a thing. In the months before its release, there was nothing to suggest it was going to be a good game at all.
  20. And regardless, since it's only happened one or two times, there's really no point in making a big drama about it.
  21. ^I just like the idea behind it, as it merges IWD's/TOEE's party creation Philosphy with BG's/PS:T's recruitable, fleshed out party member system. So we're getting a game that allows for both styles. What's not to love?
  22. But, considering your stance that "new and innovative" is the benchmark for "cool", I don't see Kickstarter delivering the goods for you. As it stands, the most successful/hyped games to come out of kickstarter have been tributes to the old days.... which is the opposite of innovation, yes?
  23. Well, that is a good question: should spells of that power (mass save or die, enormous damage sink summons) be in the spellcaster's arsenal, period? I know some players do want "omnipotent" (to use one poster's words) wizards. Ugh... see, that is my worry. With a cool down system, magic must be nerfed and borderline uncreative. That's just the way it is. You can't allow mages to cast massive death spells, massive disabling spells and massive confusion spells on a timer that runs out every few minutes, and still expect balanced gameplay. I don't want omnipotent mages, (I prefer my mages to be glass canons) but at the same time, there is NOTHING worse than one-dimensional mages that feel like little more than energy ray-shooting archers. Because as another poster somewhere here said.... that just sucks all the magic out of magic. But I have never seen a cool-down system in any game where they were anything but that..... so....
  24. Just one? Ok.....The Kangaxx fight. You either had to guess correctly, or else you had to come online/use the strategy guide to get the step-by-step How-to. if you didn't, you lost one party member per round, until there was no one left and it was Game Over. I still don't get why is this bad and should be fixed. Kangaxx fight was awesome. It's not bad. it's Awesome. But lets not pretend that "smart" players could just correctly guess, the first time out, on how successfully take him on. Our Dwarven-dialected friend, above, is kinda pulling our collective legs,. here. (which is fine. We're all prideful, hard core Ego-gods, here) But lets tell it like it is: It takes either ESP, or a strategy guide, or a reload, or hint-gathering from message boards, to go into that fight blind, and emerge victorious the very first time out. Too many tools required. Too many variables involved. And PS: Kangaxx the demilich is immune to level 9 or lower spells, so NO, Sargallath, your Sunray had NO EFFECT on him. But I do wonder how you managed to protect your cleric from imprisonment while she cast Sunray. Hindsight says you used a protection from Undead scroll, but how did you know to bring one on your first time through....and to use it AFTER the transformation instead of before..... that's my question. However, for me at least, all it took was a single reload.
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