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Gyges

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Everything posted by Gyges

  1. I like your new avatar okkoko, but could you rephrase this so I actually understand what you are saying? It's like hes taking random passages from Alice in Wonderland in Czech, translating them in babelfish to Urdu and then back to English.
  2. Sounds bloody excellent. Though, id like you to address the economy on whether proper currency sinks will be in place since we seem to eventually have a steady flow of free cash available. This is sort of a pet peeve of mine since i eventually end up with vast amounts of wealth without anything interesting to use it on. The fortress upgrades cant be the only thing as they themselves only serve to increase your wealth.
  3. I loved NWN2 and fell in love again when MotB hit the shelves. Then when SoZ was released i purchased it immediately on release, but was so disappointed when i found out it didn't have companions like its predecessors that i shelved it. Haven't touched it since. It's fair to say i loved to death the concept of companions. Since we are on topic i would like to say that Mask of the Betrayer is a masterwork chiseled out by gods. It's up there in my top ten.
  4. Love how gruesome the Wicht's lore is, it's good you dont pull any punches. On that note, i hope this game will explore more "mature" themes so to speak, avoiding the typical disney cliches of good and evil. I say this because i rarely see children being effectively used in monster design. I think it was Silent Hill 2 that had to remove a childlike monster from its roster because it was offensive or something of the like. But i digress, I loved the pioneer feeling the description of Defiance Bay gives off. The text ui frame is a bit too big though, commanding more attention than it should. Also, there being a worldmap and transitions, will there be more a series of hub zones or an actual open world?
  5. The level cap will be upped once the expansion hits the shelves. From what i recall, they noted that they themselves along with a majority of players wanted to continue the players story from the original campaign in regards to the story of the expansion. I'm sure you all remember we hit the stretch goal for an old school expansion pack as well ?
  6. Looks excellent guys, the character models looks pretty varied as well which is for me at least a fundamental part of rpgs.
  7. Honestly, when has item durability ever been implemented in a contextual and smart way? It always just seems to be the token money sink in any given rpg. I was coming to this thread to complain about what i thought was apathy towards the end-game wealth excess issue, but apparently its covered.
  8. UI is definitely a thing that has only gotten better with the years. I am no fan of the massive brickwalls in the older generation of games, meshing with the gameplay about as much as oil does with water. Then again, if it could be made a bit smaller it would be an acceptable compromise. Better even: customizable.
  9. Like the name, like the design. A minor crack in immersion is when developers don't bother to at least rename a classical monster and give it a back-story relevant to the new setting. I've got 50% so far on the Cean Gúla so things are going well. An example of this done right is of course in the relatively new rpg-darling "The Witcher" franchise, the Troll relevant in particular to this. Also, obligatory "take-some-monster-inspiration-from-Lovecraft" post .
  10. One thing i like about the still on-going Numenera kickstarter is how backers are given a finite number of votes on their main site in the community section, some 15 in each category, where we are given the opportunity to submit, discuss and vote on ideas that the developer can consider. It is very open and direct, and really gives both developers and backers a direct line to new perspectives and ideas. I at least feel it is more orderly than forum topics where interesting ideas are often forgotten in the deluge of other posts, allowing backers to focus their thoughts and opinions on specific topics and developers to more easily collect info from us. Could need a down-vote function though. Do mods or devs have something similarly streamlined lined up for the future or is it still far off?
  11. ***This inquiry comes from someone completely devoid of any sort of technical know-how in regards to development software, so excuse my ignorance*** Due to a lot of factors, the Unity engine seems to have been chosen to be the foundation of several big ye-olde school RPG kickstarters and this might not change in the foreseeable future. My question is thusly: Are there inherent limits to the engine or can a developers skills in using it grow in such a fashion that future installations in what is hopefully a franchise of P:E games (assuming they are unity-based) rise exponentially in complexity, scale and smoothness of mechanics?
  12. Not saying we need to avoid them, just put in some other ones as well. I just think PE should try new things as well.
  13. I am. A new element to branch out of would be a great way to add replay value and something new to the genre. Fire, water, ice, earth, lightning have seen its fair share of use since the ancient greeks first go the idea they made up the cosmos. Well, now that its 2013, how about we draw some information from more current sources understanding? Biology, particle physics, quantum mechanics, there's a great deal of awesome fields of knowledge to draw inspiration for! Why isnt anyone trying something new like this? The setting doesn't necessarily demand it, theres no rule saying a fantasy rpg has to stay with old tropes, neither does it preclude the use of modern science-inspired elements, you can always rephrase them in a way that aligns them with the rest of the arcane world. Yes, i realize some of the "elements" might best be suited as individual skills, but you get my point.
  14. Depends on the amount of lines, which depends on the amount of text, which means games like the ie era rpgs would cost s***-tons more monies. If not just for the content, then for the amount of companions, important npcs and narrative. So no musebreaks, its not gonna happen.
  15. Nopenopenopenopenopenopenope..well... no dammit! Everyone knew this was going to be a crpg, we dont need to thin the funds down to accommodate the heretics. You got 1,5 years, start saving. In all seriousness though, we invested in a crpg and were getting one. If they bind themselves to any of the console licenses, they might lose a fraction of power over the project and thats a fraction too much. Prices are apparently exorbitant as well, probably why the ouya got so much press and gold.
  16. Great update, the dwarves look just right. Hoping the Aumaua is as unique as some of the other races weve seen pop up in rpgs the last few years, particularly Bws.
  17. I say the "other" unlimited section of the bag contains the trash items that wont sell for much except when sold en-mass and that we may put any gear we find in the unlimited container, the cost being a reduction in value when selling it. You would however open up the slot it previously roomed so you can pick up whatever item you feel is more valuable. Either that, or you should be able to break down the item into materials you can use in crafting, these would not weigh you down and free up the slot the item occupied.
  18. I always wonder why i never get stoic giants like Sten in my rpg parties, they always feel more reliable than the witty rogue, self righteous knight or arrogant mage.
  19. This needs to get pinned if Indira takes responsibility of maintaining the master list. What i would like to see are ways to earn a bit of cash, but for currency to be relatively difficult to obtain and not be so plentiful that every artifact that shows up in the shops to be readily available for us. So, put in ways to make a wage, either through use of skills or gambling mini games like they had in Dragon Quest and The Witcher.
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