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ogrezilla

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Everything posted by ogrezilla

  1. Kind of like how Baldur's Gate works. You start the game with 1 character, but in Multiplayer you can start a game creating your entire party yourself (This is what the Adventuring Hall would be, from what I understand). the only difference I think -- and I could be wrong -- is that you won't actually start the game with them. I think its a real in game place where you go and recruit new party members that you create right then. The point being, your PC is supposed to be influenced by some "event" at the start of the story so the narrative would be a bit goofy if it just pretended your other characters weren't there as well. Again, I could be wrong. It might just be like starting a game of IWD. But I don't think so.
  2. all of those things will help the base PE game by getting them more funding. And in case of the facebook likes, by directly increasing the content of the game while hopefully spreading the news that the game exists to 20,000 different people's facebook friends.
  3. here's an exaggerated example of a horribly designed boss that will cause reloading without actually being difficult. Attempt 1: You start the fight. The boss instantly lets out of fire nova that kills anyone without protect fire on. You didn't know that, so you die. Attempt 2: You put protect fire on everyone and start the fight. The bosses fire nova doesn't kill you. You continue fighting for a bit and then he lets out a frost nova that instantly kills anyone without frost protection on. You didn't know that, so you die. Attempt 3: You put protect fire on everyone and start the fight. The bosses fire nova doesn't kill you. You continue fighting while applying frost protection on everyone. The frost nova doesn't kill you. You continue fighting and then the boss petrifies your entire party, so you lose. Attempt 4: You put protect fire on everyone and start the fight. The bosses fire nova doesn't kill you. You continue fighting while applying frost protection on everyone. The frost nova doesn't kill you. You continue fighting while applying petrify protection so nobody gets petrified. You go on to kill him. That is not a difficult fight despite getting killing three times. Its actually very easy. Its just memorization. I'm not saying anyone here is suggesting that's how fights should be. I'm just using it as an example of why counting reloads is a bad way to measure difficulty.
  4. If someone ends up gone for a significant period of time, then their computer is still on that entire time which may not be something that they want to do. Deleting saved games upon continue requires an exceptionally stable game. Better hope you don't crash (or have a power failure or a host of other things that could interrupt the session). to be fair, I'm assuming he means in addition to a permanent save function that would only be available at specific places or times. Not that I'm supporting that.
  5. the reason I can't see the relation between reloads and difficulty is because there are too many reasons for a reload other than difficulty. Its simply a bad correlation.
  6. It doesn't need to be anything crazy, but I don't want every human male to be the same guy with different hair color. But some basic options like skin color, beards and a few hair styles would be good. The things you can actually notice from an isometric view. I don't care about changing my eyebrows.
  7. you are taking quite a logical leap to say that is a result of being able to save anywhere.
  8. there is nothing worse than the power going out before you can save. The first time me and my friend played through secret of mana the power went out during the fight with the final boss. so much rage Oh, situations like those . . . that's never fun. Sorry. :\ thanks, I managed to get over it. we didn't beat it until a few days later though because we were frustrated.
  9. It just adds a lot of flexibility to the designers and to us. I am a big fan.
  10. there is nothing worse than the power going out before you can save. The first time me and my friend played through secret of mana the power went out during the fight with the final boss. so much rage
  11. forcing us to roll for stats is pointless in a computer game. make it an option for the people that want it, but I will always just keep rolling until I get a good roll.
  12. again, I think there is a huge difference between difficult and a cheap trick. The notion that the only alternative to constantly reloading and trying again is easy mode is simply wrong. Being able to win a fight the first try doesn't mean it was easy. Getting killed in a fight 10 times before winning doesn't mean it was difficult. And no offense, but I'm going to classify your decisions as stupid haha naive might be a better word for a 14 year old. I've made my share of stupid choices and you're right, they can be fun. But neither of those really describe what I'm talking about. I have no problem with either. Going somewhere you shouldn't be yet or even summoning something you shouldn't fight yet I don't really mind that much because most likely you've saved and its sort of a funny "that was dumb" moment. Its when you run into fights that you are meant to be fighting and the enemy just pulls some bs instant loss attack with no way of knowing about it that bothers me.
  13. if you don't want to read a lot of text, I have a feeling this is not the game you are looking for.
  14. is it? If its important to you, that's something you can easily avoid doing. But there's no good reason why anything I do should be important to anyone else. Ok, let me qualify this, then: It's very important for everyone as long as the develloppers actually put multiple choices and mechanics for death. If it's a linear game without a death mechanic, then yes it's not important. But if it's a game with branching choices with consequences? then yes, it's ridiculously important that the players are encouraged to actually, you know, experience those consequences and multiple branch, or else most of the game is created for nothing. Like having a character die would have consequences beyond them not being around? I can agree with that. I don't know that I've ever really seen that done well though. Usually when characters can permanently die in combat its because they simply aren't that important to the story. Hasn't it been confirmed that you can play through the game solo without recruiting companions? If that's the case, then their death likely just plays out as if you never recruited them in the first place. As for conversation choices and consequences, I just don't think its a huge deal. Sure, some people will go back to get the result they want. Just don't do it if you don't want to. And to avoid encouraging it, avoid giving us right or wrong choices in dialogue. Different results, but not good and bad results. Include consequences that aren't always immediate. And make sure that the lines of dialogue we are choosing from aren't ambiguous so we know what we are saying.
  15. my assumption is that the game will be designed as if the hall wasn't there first and foremost. And then you will have the option of using it as well.
  16. is it? If its important to you, that's something you can easily avoid doing. But there's no good reason why anything I do should be important to anyone else.
  17. the if you do something stupid is the key. ignorant and stupid are not the same thing, so that's where the game needs to be careful. you can't make a stupid decision if you have no information available to you. Now if the information is available to you and you simply didn't find it, then that is on the player and I'm ok with that too. Just things like notes or NPC chit chat. Or the classic dead body out in front of the dragon cave though that is a bit blunt.
  18. I like it as long as they don't have an effect on in game balance. that is not an option in the poll.
  19. I think they meant that killing wouldn't be the only way to get xp. not that killing wouldn't give xp.
  20. if they were to limit it, I think tying it to the resting mechanics is how it would work best. If you can find a safe place to rest, you can save as well. I'd rather they just not limit it though. I have no reason to believe they will limit it.
  21. I'd be happy if they can fight with a staff at least.
  22. except I'm not a rat smasher, I'm a fighter. So I still practice swinging my axe when I swing it at a rat. Not much, but a little.
  23. yes you died. and you reloaded from wherever you last chose to save. which was wherever you wanted it to be.
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