Jump to content

Telefax

Members
  • Posts

    12
  • Joined

  • Last visited

Posts posted by Telefax

  1. Personally, I get more excited by these ideas, some elements in the old IE combat formula always irked me, and as a DM for many years a lot of the same problems meant that it was largely the fault of the dnd system. The health/stamina idea is brilliant, and even though it's only vaguely explained i think it shows real promise. XP for objectives is also really neat (though that one has been on the table here for quite some days, if you read the article where josh stated they wouldnt reward your bodycount), since i personally have always liked to go the nonlethal route wherever possible.

  2. So, I made this thread in the general forum, not realizing that the forums had been split. That's what i get for using bookmarks i assume.

    _____________________________________________________________________________________________________________________

     

    Ok, so I know this has more or less been done to death, especially since those rumours about a cooldown system started floating around, but I'd still love to discuss this issue, since it actually is slightly immersion breaking to rest all the time.

     

    I've personally always loved the idea of a dungeon as a single adventuring day, and for most of my challenge runs in baldurs gate 1/2 i tried to finish the games without the day counter going over 100. I also hate the all resources restored between encounters type of gameplay found in say dragon age.

     

    A suggestion here would be to look at (earlier) jrpgs, who often have you trek a dungeon to find a save point/rest point just before the boss.

     

    To implement this gameplay in a quest driven, no combat xp, infinity engine-esque type of game (they said bodycount wouldnt be rewarded, and I'm looking forward to it), I think a good mechanic would be to have instanced dungeon levels. You enter, the dungeon starts. After that you have to beat most of the dungeon to get a good, fortifiable resting spot. If you leave the dungeon, all the combat encounters you did not talk/trick your way through, as well as all the traps, reset. For a larger dungeon, if you go down/up/leave a floor/pocket dimension/whatever the earlier level stay cleared if you go back to it, but the one you are currently exploring resets.

     

    Now, i know that resetting dungeons is about as controversial as level scaling, but it would be nice to have a dungeon floor be a challenge, not just individual encounters.

     

    Your thoughts?

    • Like 2
  3. Ok, so I know this has more or less been done to death, especially since those rumours about a cooldown system started floating around, but I'd still love to discuss this issue, since it actually is slightly immersion breaking to rest all the time.

     

    I've personally always loved the idea of a dungeon as a single adventuring day, and for most of my challenge runs in baldurs gate 1/2 i tried to finish the games without the day counter going over 100. I also hate the all resources restored between encounters type of gameplay found in say dragon age.

     

    A suggestion here would be to look at (earlier) jrpgs, who often have you trek a dungeon to find a save point/rest point just before the boss.

     

    To implement this gameplay in a quest driven, no combat xp, infinity engine-esque type of game (they said bodycount wouldnt be rewarded, and I'm looking forward to it), I think a good mechanic would be to have instanced dungeon levels. You enter, the dungeon starts. After that you have to beat most of the dungeon to get a good, fortifiable resting spot. If you leave the dungeon, all the combat encounters you did not talk/trick your way through, as well as all the traps, reset. For a larger dungeon, if you go down/up/leave a floor/pocket dimension/whatever the earlier level stay cleared if you go back to it, but the one you are currently exploring resets.

     

    Now, i know that resetting dungeons is about as controversial as level scaling, but it would be nice to have a dungeon floor be a challenge, not just individual encounters.

     

    Your thoughts?

  4. cant say i like crafting overall that much. in a D&D like game you generally want to have the best rewards hidden deep in dungeons for loot, and making your own epic stuff tend to diminish that. also, tracking crafting materials for a dozen recipes at once in a game with a limited inventory system (and where crafting probably is a skill costing points) feel like too much hassle to be worth it. I can understand crafting in an immersion sim like skyrim, but for a story driven game crafting tends to just add wtf am i doing-moments

  5. In most pen and paper rpgs, your brave band of adventurers generally have a party "face", the group spokesperson, generally the one with the highest charisma or personality or whatever it is called attribute. Attribute selection then plays with skill and class selection, diplomacy and so on. In dnd the classes with the most reason to have a high charisma are bards, paladins and clerics.

     

    You know this, so im coming with the point.

     

    In a computer game, especially ones like planescape or baldurs gate, the world interacts with YOU, and the party spokesperson is always YOU, regardless of what class/style you play. The best example of this is planescape. Planescape has an amazing story, but in order to get the most out of it you have to devote most of your mechanical growth as you level to your mental stats, leaving you unfit for anything but wizard unless you are prepared to suck. I like to play martial characters, however, and in most computer rpgs playing as what is mainly a fighter leaves you unfit for talking duty, something i find abhorrent. History is, after all, filled to the brim with people good at both talking and fighting, and I'd like for the protagonist of project eternity to be good at dialogue regardless of class choice, like in alpha protocol. Also, locking out content in the form of quests because you dont have a high enough int score is a design choice i cant sympathize with.

     

    Rambling over. I've made this a poll because i understand the other argument, that having classes good at talking opens up more replay value, and that people like playing with "dumb" dialogue for laughs. I've also tried to incorporate as many different options as i could think of, but I've might have missed some.

    • Like 2
  6. Yes, people find it easier to relate to humanoids, and that said, any playable race probably needs to be humanoid. But that doesnt mean that we should recycle tolkiens material, or that everything needs to have exactly human features. You can make some good, new-ish races if you are willing to. Mass effect had them in spades, the Qunari redesign in DA2, was one of the better aspects of that game, and I have found that i like a lot of the nonhuman races in japanese rpgs that feel like something that has had design into it and not just fan service (last remnant, ivalice, for example)

  7. As the title says. I've tried to make the poll as wide as possible, though my personal bias can be found in one of the answers. If you guys think this is a bad poll I'll remove it.

     

    After looking through some of the comments for the stretch goals update I found that several people disliked the traditional races common in fantasy settings, namely elves and dwarves.

     

    Elves and Dwarves are in nearly every western fantasy setting, so much so that in fact a few newer rpgs, like dragon age, has gone out to subvert the tropes, and quite a few people are heavily tired of generic Beardfist Hammerbeards and Siovalos, archer of the woods archetypes.

    I think obsidian would be a great fit to make a completely exotic world, and I know for sure that I'd love to play and immerse myself in it.

     

    It would sure be nice to get a general feel of what people want though, so I made this poll.

×
×
  • Create New...