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ogrezilla

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Everything posted by ogrezilla

  1. In video game form the combination of vancian magic and rest mechanics encouraged you to rest as often as possible to be as strong as you could be.
  2. right, the problem was the combination of magic and rest systems. The magic system could work but the rest mechanic ruined it.
  3. That's what I'm thinking too. The biggest thing that loses from the vancian system is that you can't load up multiples of the same spell.
  4. Why do people say this like you had to use spells strategically or sparingly in the old IE games? Not you specifically, but I have seen quite a few people say that those are strengths of the old system.
  5. It seems to me like the Vancian system is largely designed to encourage strategic use of spells instead of using them in every fight. But in the old IE games, that is completely negated by the rest system since you could have your maximum number of spells available for every significant fight in the game.
  6. so in function it could be very similar to the old IE games. Just without the idiotic rest spamming.
  7. I think this could be said in half the threads on this board. I hope they don't limit their own good ideas by trying to stay too faithful to the old games. As good as they were, the old games all had flaws. The combination of the magic and rest systems was a pretty major one. Yeah, like I said I trust Obsidian to come up with something that's both fun and makes some kind of sense. Something I forgot to add is that I don't think casters should be physically weak. Casting spells would be physically demanding, imo. That's the one explanation I could understand with Vancian stuff - the wizard's been sitting around reading all their life and can't do more until they've gone on an ~adventure~ and are getting more in shape. I said it a few post up, but I hope this soul concept allows them to get away from magic being purely intellectual. Tying it to some internal soul could make it more of a physical ability instead of a function of memorizing spells.
  8. I think this could be said in half the threads on this board. I hope they don't limit their own good ideas by trying to stay too faithful to the old games. As good as they were, the old games all had flaws. The combination of the magic and rest systems was a pretty major one.
  9. It sounds to me like souls could be connected to magic in a way that makes magic use more of a physiological ability similar to strength than a mental ability of learning spells in the form of words and gestures.
  10. I would hope if you're here you aren't going to care if the graphics are state of the art or not. Around the level of Temple of Elemental Evil graphics is what I am expecting. Anything better is bonus. Anything worse will be disappointing.
  11. those sound cool, but would probably require a bigger budget production
  12. didn't someone confirm that its The Lake of Drowned Tombs and it was just cut off on the other version?
  13. Is it okay if the NPC's make assumptions? Like, they say, "oh, you're so nice!" when you complete the quest even if you were, in your head, doing it strictly for the reward? I think that would be fine if the NPC has no reason to think otherwise. If you are a flat out jerk to them that would seem silly though
  14. with the way resting worked you could have your best spells available for pretty much every major fight in the game.
  15. In theory, I agree. I love how you have to plan ahead and pick your spells in the Vancian magic system. What I hate is how the horrible rest system in most of the old games completely ruins it.
  16. today's update said items won't be locked to any specific races. I would think that means they don't plan to have anything that doesn't fit the basic shape of normal gear.
  17. I don't get why people say you don't need balance for a SP game. I would agree that you don't need as much balance as a MP game but classes definitely need to be more or less balanced. Otherwise theres no good way to set game difficulty. If a warrior/mage is just as good as a warrior bur also has spells to cast they would need to make enemies very difficult to offer a challenge to this character but then a regular warrior would without a doubt struggle the whole game. Similarily if you balance enemies to the warrior then the game becomes a cake walk for mage/warrior. Secondly it doesn't make logical sense that a mage/warrior is as proficient a warrior as a plain warrior of the same level. How can someone who focuses on two skills be as good at one of them as someone who focuses just on the one? agreed. You can't let them be just as good as a mage with magic, and you can't let them be just as good at direct combat as a fighter. They don't have the peak performance of either pure class. What they get in return are less drastic drawbacks. They are never useless.
  18. classless systems can work. but we know that's not what this will be.
  19. that's basically just the same thing as selling two iron swords and a bronze shield for 200 gold. The game needs to have a numeric system of valuing items even if we can't convert them to that number. But then its just a hassle to carry around too much stuff.
  20. I think an easy solution to this could be to have it so every enemy we kill doesn't drop stuff worth selling. Either have them drop damaged armor that nobody would want to buy (but maybe we can fix with a non-combat skill) or just have merchants have a limit they will buy. Maybe they have limited gold or maybe they just flat out don't want 50 breast plates.
  21. Copper Silver Gold systems are familiar and make enough sense that I'm fine with that. The big thing I hope is that we don't get too much of it too quickly.
  22. obviously that would be a poorly designed dungeon. The idea was that if you ran out of food in the dungeon, it was because you poorly managed your food. Or any supply for that matter. That doesn't mean I like the re-spawning dungeons though. It feels very contrived. I really don't have a good solution to offer. Its much easier to point out things that annoy me than it is to provide solutions haha I'm still not particularly fond of the food idea. All of that other stuff like arrows and potions and loot capacity require you to make smart decisions with your supplies. They are things you would actively want to use. You want your archer to shoot things and you want to loot every sweet item you find. But you can conserve your arrows or space by being smart. But with food, its very easy to imagine it feeling like nothing but an arbitrary number to keep track. If it is introduced, I hope it doesn't end up being devolved into simply a quest timer that we can buy more time for. With all of the other resources to manage, tacking on a food system just doesn't seem necessary to me. If managing things like our healing items, our spells and our ammunition I think we will be doing plenty of strategic planning. edit: @beerflavor. that is a good point about making us think about limited inventory space. That is one way it actually requires us to make a choice. But the other resources we already manage do that too aside from spells.
  23. I think its doable. But probably not for a low budget game.
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