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RogueBurger

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About RogueBurger

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  1. Then play the game, restrict your actions to your arbitrary scale of choice, and have fun! The beauty of freedom is that you can you're perfectly free to give that freedom up! But as long as the freedom is there, everyone choose their restrictions personally. Why must your choice of restrictions restrict everyone else? Enjoy your character however you want! And everyone else can do the same.
  2. I'm confused about where the issue is. If you like to plan out your character to a t, why wouldn't you stick to that? If you don't want to play a know-it-all, why would picking know-it-all answers be something you'd consider? My contention is that games hide dialog choices because of a system of numbers that might not be consistent with the character I want to play. I'd rather they showed all the dialog options (and the more in depth the dialog system, the more there will be) and let me devise my own system to determine what my character can and cannot say. And there could be a built in syste
  3. It's quite mind-boggling to see the absolute rejection of an open system. It takes a very close-minded group to reject something like that. The thing is, a non-restrictive system would not change the way you play your game in the least. You can use whatever arbitrary rules you want! If you really believe that Fighter with full strength and constitution shouldn't be able to have a full charisma as well because that comes out to more than 32 points on some arbitrary scale, that's fine! Play your strong fighter, and restrict yourself you non-charismatic dialog and actions. The person who is okay
  4. If when they say isometric, they mean true isometric projection, then no there would be no zoom or non-parallel camera movement at all. If, however, it will be running on a 3D engine with a isometric-like perspective, then there is the possibility of zoom. I prefer the former though.
  5. I don't understand what's impossible about it. It's like you don't trust people to play the game how they want to play it. I don't think anyone's not going to play it the way they want to. If someone wants to adhere to a strict character sheet that they developed, they'll do that. If someone wants to pick whatever dialog choice they think will be most interesting, and not roleplay at all, they'll do that. Everyone's happy! And hell, the game could even have an optional setting to turn on only dialog choices of the types you want, so you can build your own custom restrictive personality that th
  6. Because restrictions can be challenging. Just tell me, did you like Oblivion? If you want restrictions, restrict yourself! That's the whole point! If you build a game with X number of restrictions, you have X number of restrictions, the end. If you build a game with open-ended system, you can play the game however you want. Maybe you want to play a character who is normally super eloquent, but can't say two syllables together in front of women. You have the dialog options for that and you can manage your character's personality yourself. Maybe you want to play a half-orc (or whatever the t
  7. Because it's not a adventure game? Next thing I could say is that I don't need attributes and my character will just bend these iron bars because that's what I believe he should be able to do. If you want to roleplay a brute, why should the system arbitrarily prevent you from doing that? I've played BG2 runs where my stats were modded to they're max, because if I want to play a demigod I should be able to. The restriction of the game engine aside, why does the game have to hold your hand? Are you scared that you won't stick to the character you're roleplaying just because the option is the
  8. Why does that need to be a stat? Give me 10 dialog options to choose from, and make the more nervous sounding one have a negative impact on the innkeeper. I don't need a stat system to tell me what I am and am not allow to say, I want to say whatever I want my character to say and develop his personality myself.
  9. I may be dense but I do not understand what you mean - could you elaborate a little? I assume you mean the second paragraph? Essentially I don't want to see my conversation stat rolled against an NPC's conversation stat to produce either a percentage of success or a pass/fail dialog choice. What I want to see is instead of my character having a bluff stat (or charisma stat, or whatever other stat) I'd like my previous actions and dialog choices to determine whether I can bluff an NPC. If I do shady things around town, and the innkeeper has heard mention of me around the bar, I want tha
  10. For the first section, I want clean, straight-up dialog like the first example, but I want narrative descriptions as well. They would both be separate for me. None of the above for for the second section. I want to see a qualitative dialog system instead of the usual quantitative system. I dislike conversation and persuasion stats with a passion. I would love to see a relationship system within the game that is based off building a reputation within the game itself (not on a character creation screen), and where each npc reacts differently to that reputation based on their own disposition
  11. I wonder if anyone even reads these...

  12. NWN and NWN2 are full 3D, they are not isometric under any definition of the term. You have the ability set the camera to a certain angle to emulate an isometric view, but that doesn't make it an isometric game.
  13. All they would need to do is work out a financial arrangement for the outstanding sales, and then GOG would provide codes to Obsidian who would then distribute them to everyone who bought one. I don't see that being a problem.
  14. Yeah, as I understood it, the whole idea is to go isometric like the IE games.
  15. Torchlight 2 in a couple days!

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