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ddillon

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Everything posted by ddillon

  1. I want this *option*. Even more so now considering the announcement of the challenge modes. It should require minimal effort to implement and would not affect those who choose to play with only NPC companions. Why vote against it when having the option will make more players happy without preventing you from playing the game the way that you prefer? BG2-style companions *will* be in the game; this would be an *additional* option for those who prefer it (or who prefer a hybrid approach such as two to three player-generated party members plus NPC companions or who might use it after completing the game one or more times with only NPC companions).
  2. Skyrim has some interesting variations of the traditional mage robes: http://images.uesp.net/c/c4/SR-npc-Faralda.jpg http://images.uesp.net/1/11/SR-npc-Savos_Aren.jpg http://images.uesp.net/0/0e/SR-npc-J%27zargo.jpg http://images.uesp.net/4/4a/SR-npc-Gabriella.jpg
  3. Those threads seem to be primarily about a sense of urgency rather than focusing on day/night cycle and time scale in the same sense as in this thread.
  4. Present and killable, or not present. Also consider: If penalties for killing a child prevent a player from continuing and completing the game, then players will simply reload if a child is killed by accident rather than consider roleplaying atonement. There could be methods of atoning for the death such as donating a large sum of money to a local temple for compensation to the family and care for orphans, completing a quest that betters the town or region without taking compensation, and so forth. The desire for repentance could be expressed to a guard, who could then escort the character to the NPC responsible for accepting donations, giving such quests, etc. And: As with any crimes, there should be no penalties if the killing is not witnessed or if all witnesses are slain (unless it is somehow obvious that the player would be responsible in a particular situation).
  5. I could be satisfied with the illusion of a day/night cycle as in DA:O (daytime while exploring/questing, nighttime while in camp). Or I could be satisfied with a simple day/night system in which the player switches between day and night by camping outdoors or sleeping at either an inn or the player home (being presented with the option to "Sleep Until Daylight" or "Sleep Until Nightfall") to allow for quests that require the cover of night, thieving at night, characters who have become a vampire, etc. If a day/night cycle in which in-game time passes as the game is played is implemented, please make time scale adjustable. It is very annoying to me when in-game time passes very quickly in an RPG with day/night cycles. Among the first adjustments that I make to a Bethesda RPG is to open the console and set the timescale variable to 5 (which means that five minutes of in-game time pass for every one minute of real time; the default is a much faster progression of in-game time). It is very irritating to begin exploring at the beginning of an in-game day only to have night falling in-game after playing for 10-20 minutes of real time.
  6. This concept is odd... but what the hell: I'm in, if for nothing else than to avoid the ridiculous forum ranking titles. Increased my pledge by $8. And updated my journal. Call me "Hellion of the Obsidian Order". Also: Could we order the list of members alphabetically by title rather than username? This would allow new pledges to easily determine what titles are available.
  7. Food for thought: It is often the 'trickster' or 'cosmic rebel' that causes mortals to gain free will or self-awareness against the will of the creator or chief god. The Serpent/Devil causes mortals to gain the knowledge of good and evil against the will of the Creator/Supreme God. (knowledge of good and evil = self-awareness) Prometheus gifts fire to mortals against the will of Zeus (and frustrates Zeus' attempt to destroy humankind). (fire = self-awareness) Enki is an interesting case in that he creates man at the request of the other gods to serve as a servant to the gods. However, he proceeds to aid man in becoming increasingly self-aware and later frustrates chief-god Enil's plans to destroy humankind. There is a recurring mythological theme of man as little more than an animal or a slave of the gods before the trickster or cosmic rebel causes mortals to gain the capacity for self-awareness (a soul). Mainstream orthodox religion tends to reject self-awareness as a curse, perceive the trickster or cosmic rebel as a villain, and believe that the stewardship of the creator or chief god is benevolent and preferable to our current self-aware state. To further explore the above concepts, compare Hesiod's and Aeschylus' perceptions of Prometheus (villain vs. hero). Or compare orthodox Judeo-Christian theology and tradition to the philosophy of a group such as the Temple of Set (avoid the Church of Satan as the modern iteration of that organization embodies a more-or-less dramatic atheist philosophy and is of little interest in regards to the above despite spawning the more philosophical and spiritual Temple of Set). --- Hope some of that was interesting or helpful to you in your creative endeavors.
  8. Don't do them at all. Or at most include them as subrace options. Don't waste one of our limited number of playable races (5 total; 3 base + 2 stretch goals) on half-breeds. Mixed heritage is often used to attempt to make a poorly written character interesting, engaging, 'special', etc. Avoid this common fantasy pitfall plz.
  9. Duncan's houseboat from the Highlander TV series? haha Ah... that kind of ship... :-P
  10. Magic System: - Mana Pool (regenerating; no or few "mana potions") Spell Progression: - Other Should there be separate Arcane & Divine sides to magic? - No (DA:O)
  11. Simple: GOG could host the game and whatever extras are negotiated for the GOG edition. Kickstarter digital extras not included in the GOG package could be downloaded from Obsidian.
  12. As Shevek says, this poll is a sham. You present a false choice between allowing players to create multiple adventurers or having BG2/DA:O style recruitable NPCs (see: false dilemma, false choice, either-or fallacy). You did create a "both" option after a request for such, but your bias in both the structure of the poll itself and your wording has already affected the results of the poll and rendered it practically worthless. A better poll would be: "In addition to being able to choose from the planned recruitable NPCs, should players be allowed to custom design as many members of the party as desired?" Either: "Yes, we should have that option." Or: "I don't care." Or: "No, any development time and resources used to support that feature, no matter how minimal, would be better spent on something else." I vote that we should have the *option* - Shevek and others have already done a good job of explaining why here and in the other threads about this topic.
  13. I prefer allowing players to create as many characters as desired (limited only by maximum party size). I enjoy being able to encounter and recruit NPCs as in BG, BG2, DA:O, etc, but I would prefer to have the option to create multiple adventurers for reasons Shevek and others have mentioned. I do not favor the "Adventurer's Guild" concept. When I create multiple adventurers, I imagine them as companions beginning the adventure together. Recruiting adventurers in a generic fashion from such a guild (and paying to do so) is NOT what I want. If you worry about early game balance, consider a spawn system that increases enemy numbers based on party size (at least for early encounters if not for all encounters).
  14. I would consider accepting a simple disk-check or offline CD/DVD-key, but I do not and will not use Steam. I will pledge if the game is offered DRM-free, and I will pledge more if that DRM-free copy is provided by GOG. http://www.gog.com/
  15. I do not and will not use Steam. I will pledge if the game is offered DRM-free, and I will pledge more if that DRM-free copy is provided by GOG. http://www.gog.com/
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