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Everything posted by CrazedWeevil

  1. Same here, though mine were working for a while, but then stopped again. However I think the abilities are still working with the bonuses though, or at least some of them are (Mental Binding seems to hit outside of the shown area).
  2. Yesterday it started working correctly on my Cipher's Soul Shock & Eyestrike abilities, showing the extended AoE part. I fiddling about Alt-Tabbing and changing the AoE highlight setting on & off and suddenly it started working. However this morning it's gone back to before and now it's also doing it on the level 2 ability Mental Binding as well and I can't get it to work again.
  3. Has anyone else noticed any problems with the extra AoE highlighting on using abilities? Two of my abilities / spells on my Cipher, Soul Shock & Eyestrike, only show the base highlight, and not the extra bit for high intelligence. Other spells like Wizard & Priest stuff seem OK. I've seen videos where it was working on them, but for some reason it doesn't work on mine machine. P.S. Is there suppose to be a targeting highlight on Antipathetic Field as well? It would be nice if there was one...make it easier to line up and not clip my tank with it!
  4. Forgive me if this has been answered before, but with regard to a Cipher's focus generation via the Soul Whip modal is the amount of focus generated dependant on the amount of damage done or is it fixed? I'm trying to work out which would be better, big heavy hits that do a lot of damage but are slow, or small rapid hits that are fast.
  5. Ah yes, the old 'Look! A Clue!!' thing that everyone seems to do nowadays. I blame people like my dad who would get confused with even the most basic plot... Since you mentioned Knights of the Old Republic though I would like to add that didn't do it too badly, but it was still obvious if you were paying attention. I just wish that if they would do this sort of thing and hint, you can call it out before the 'twist'. Would likely kill replay value though...
  6. There will of course be some sort of scripting language for making AI routines since they will need one to make the enemy AI for us to fight against. These languages are often almost as complex as general programming languages so they can have the control they need to make a good enemy AI though. Converting them into something that a non-programmer can use is not a simple task however. IE had a pretty good AI scripting language and though the unmodded BG's enemy AI wasn't always that good, it is surprising what people have been able to do with it in mods, but I don't think anyone made a simple
  7. In BG2 you can always send your rogue to scout the area ahead of the team to prepare yourself accordingly. That's what I do. I used Wizard Eye and Clairvoyance. Both valid points, but they are very dependant on the level design allowing you to scout first. Wasn't always possible unfortunately in BG2 due to map transitions and the like...
  8. 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
  9. I don't think Dragon Age's tactics would work with a game based more on the party control system of an IE game, especially if it doesn't use cooldowns for abilities and spells. There were very useful in Dragon Age even though it was, in typical Bioware fashion, gimped due to a poor design choice (limiting the number of slots was just stupid) and being very buggy. But I can't see a good use for the system in an IE based combat engine. I, like many people here have mentioned themselves, controlled all the party at once and pausing to issue orders so I didn't really need to rely on any AI scr
  10. The letter U to be returned to its rightful place in the english language... Stand up for the letter U!!
  11. I wouldn't mind any of the things listed to be in Project Eternity, however controversial they may or may not be. But neither do I want to see them in the game just because they can. I'd like to see a clear reason for why things are the way they are in the world. If you look at human history you can often see the reasons way certain points of view happened during different times and why they change as well. It would be good if PE has the same attention to detail so that view points made a logical sense for existing. I thought Dragon Age did a good job of this, especially explaining the mai
  12. Things I don't want to see in PE: Inconsistent or poor save game mechanics, specifically autosaves & quicksaves - I hate it when the game doesn't to have any logic behind its autosaving (Dragon Age is a good example) and seems to only do it when it feels like it. This is very frustrating with games that like to crash a bit. It would be nice if the game would autosave on map transition and or key points and had multiple slots to help with save corruption as well Illogical encounter placement - this doesn't happen quite as much as it used to, but it's still there in a lot of party based
  13. I like the idea of the fatigue system, especially it was used across all classes so everyone had a reason to rest and pace themselves in battle. This would also be a great way of showing the raising power of a mage as they level up as they become more efficient at casting so they are able to channel more power and hence use more powerful spells. It would be similar to how a swordman learns not just new 'moves' but how to swing their sword in a more efficient and effortless manner as they gain experience.
  14. This really depends on the type of firearm they plan to have. If we are talking magazine fed or breach loaded bolt action rifles or better then I would say no as they would be hopelessly overpowering if they were at all realistic. But if they were based on muzzle loaded muskets or rifles and had their fire rates and power then I wouldn't mind. Consider that a muzzle loaded firearm is not that dissimilar to a crossbow, in both reload time, armour penetration and the fact you didn't need a lot of training to use one. Even the best muskets from the 19th century though could only really fire 3
  15. One of the things that is most important to me as a player of RPGs is that initial hook into the game's world and is often the reason I continue to play it or give up after a while. I find that the best way to achieve this is to have a character that has a reason for being in that world other than simply existing to be the player's avatar in the game. This is a problem I see happen a lot in RPGs (and a lot of other genres as well to be honest) and I am hoping you can avoid it. However this leads onto another problem that I think a lot of RPGs have and that is Personality Support. I would d
  16. Formations! Sweet, sweet formations! Thank God for that...party based games really suffer without some control over who stands where and make protecting the squishy members a lot easier...I really missed formations in Dragon Age, especially if you were one of the squishy classes
  17. Without knowing the context of the story and world its difficult to say what I would prefer to be honest. With a purely blind choice though I would like it if you 'find' an old fort / castle like some of the old ruins around my country where you can see the old skeleton of walls and fortifications. Seemingly long abandoned and after clearing out the local wildlife you decide to use it as a base. Lore wise you are able to claim it because it is either out of the way of anything considered important or is just in such a bad state of repair that nobody wants it. After that you could have lots
  18. To be honest I don't mind the 'dead' party members getting back up after the battle mechanic, though it does tend to promote reckless play since there isn't really a down side and can make combat seem more of a chore than a challenge. However it does sort of fix something of a pet hate of mine; having to reload because one of my characters rolled a 1 at exactly the wrong moment (instant death on failed saving throws FTW ) which always seemed to happen to me far too often no matter how much I tried to stack the deck with potions / spells and the like. Don't get me wrong, I liked the combat
  19. I honestly don't mind what length the game is, quality over quantity should be the aim, though I should add that I feel a good RPG should take at least 30+ hours to complete on the first go as long as you don't end up adding lots of filler combat (Dragon Age I'm looking at you). I would say to the developers though that I'm not scared of long games. Don't feel you have to keep it short and sweet just because the 'industry' thinks you should. If you have the ideas to make a game last 100+ hours like you did with Fallout New Vegas then bring it on!
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