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Rink

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Everything posted by Rink

  1. It's not the same bug, but when your teammates are sneaking and you are not in pause-mode while talking to an NPC then the sneaking guys will slowly go invisible even when they are standing in clear view of NPCs. If you exit the dialogue box now and press pause, you can pickpocket everyone and plunder every container as long as you are fast enough.
  2. Happens with a lot of items (belts etc.) when previewing them with mouse-over or right-click when acquiring them in the little text-window. I noticed it for all the stuff you can get out of random locations like towers and ship-wrecks as well.
  3. I had the same problem with Fampyrs, even when terrified, stunned or paralyzed all ranged attacks lead to my guys being dominated. It is an ability that triggers on all ranged targeted attacks against Fampyrs. So make sure, everyone has a melee weapon or ground spells. I didn't, so I had to turn AI off, so my rangers didn't wreck my whole team while dominated.
  4. I am someone who almost wasn't able to play past the haunted mansion in vampire:bloodlines. Not only because I almost got a heart-attack after only approaching the house (when the lights shatter). Luckily such effects are harder to do with party-based isometric settings and there seems to be some differences in what people here understand about horror (largely because for me scaryness and goryness are very different. Fallout had a lot of brutality, but never really made you feel scared for example). I don't mind brutality in some quests like the skinner-quest in bg2 or some quests or dunge
  5. I think if mages could produce the currency of the game, then the "king" would firstly punish the mages and try to stop them and secondly introduce some security against that and have other mages cast very special spells on the currency (visual effects on the coins for example) so the currency made by the king differs from the currency that other mages are able to produce. If the king doesn't do that then the currency will not work in the way it is supposed to (giving him the power to buy soldiers, goods and labour without having to really do anything himself). Is exactly what we do today with
  6. Afaik there will be no open mod-tools for the public. Probably because they want to make an addon and a next game themselves. But maybe that changes later if the game has enough popularity and they do not fear our competition (for example if they develop the next game with better graphics and all and want to keep us playing the first game until it comes out ). It really is funny how many here do not see what the pro-romancers mean with romance (hint: it isn't just sex) and keep standing on that point until the bitter end. This topic wouldn't be alive if there weren't so many people that w
  7. Hard choice, if I know something about the game I usually take a class that makes sense with companions and their classes. I usually go for the rogue if I know nothing about the NPCs/game or if I expect there to be enough with different classes in the game, now we will not have that many NPCs in the game and it is often useless to have two rogues in the party. So it will depend on how good the NPC rogue is (how appealing he/she is to me) and when he is introduced to the game (if it is late in the game, I usually also play rogue). Second choice is usually a healer, so cleric, but since
  8. I usually reload as well, why would I have a partymember in my party and just let him die. If I don't like a partymember, I usually don't take him with me or send him away. The only time I didn^t reload was in BG1, where u could have some NPCs only toegether with others. So one night Jaheira ran into lots of spiders, alone and without any armor on, on accident of course.... Didn't really help, in BG2 she was alive again and Khalid was dead, maybe that is only fair. Why would they make quests about the death of NPCs? I would try them all and then reload and have the NPCs alive and I think t
  9. I like environments that have variability in them and vegetation/plants, so heterogenous forests are my favorite. I don't like the environments that are plain and are seen very often in rpgs in exactly the same matter, so snow, ice or sand as far the eye can see and nothing for the eyes to enjoy, no nature, no secrets or dangers that you cannot see beforehand. I agree with Monte Carlo that tunnels definately should be in the vote. I would have chosen it as "I don't like it"-option, because that is the only thing I have seen so much in games that i like it even less than flat, samecolored,
  10. No. I think this topic is quite amusing I don't care if others now reduce the character to the only thing that really isn't classicly estetic on this guy (the hair) and bash him because of that. I like the idea of the character and I don't really mind how he looks and I am sure the looks fits Fortons character or history. I would like it, if other NPCs / random people like kids in cities would pick on him for his hair and clothes and I would even more love it, if Forton had a badass answer to them and that they should not judge the book by its cover. Actually I am just waiting for someon
  11. Like the art, thanks for sharing! Like that better than the concept art and more detail makes her a lot more interesting, because the brain starts to work and make up stories of her past, present and future. And I am sorry but I have to say that now (even though it is nothing about the art here)... Cadegund..... brrrrr... that name still sends the bad kind of shivers down my spine, it reminds me too much of old german names that today are associated with very hairy and manly women like Kunigunde or Brunhilde, but then again the ending -gund means "fight" in old german, so probably my a
  12. Never used things that were "branded" as drugs in computergames, no skooma, no pills in fallout universe and I guess I wouldn't do it in P:E as well. Probably because I always feared something that is labeled drugs to have very high and negative sideeffects I didn't want to risk (and if it only does affect your combat-abilities, it is even more useless as you can always just reload without negative consequences :D). But then again you do not have to "brand" something to be a drug anyway, you can call it medication and you don't have to make it illegal in the game (as there will be no cars any
  13. I agree that cities should have people in them. But I also like it, if those people that have nothing of relevance to say are named accordingly like in BG. So you do not have to run after guys that run around in the city and have nothing to say to you anyway. I don't think that is going to be a problem to be "animated", since it wasn't a problem 10 years ago. Abandoned city in the jungle: sure! Doesn't have to be one of the two big cities in the game though
  14. I agree that arachnophobia is one of the most common phobias around. But I don't know if there are many with that problem here, bg1 and bg2 had "big" (Well on the screen they are still tiny) spiders in them and I don't remember any mod that took them away. I know people that have phobias from snakes, rats, mice, dogs - very common too, flies and even frogs, mostly only one of those animals, so I guess if they make something hardcoded for one phobia, then other may want something against their phobia as well. It is okay if there is an easy way to implement a mod to change the looks of some opp
  15. Like others have said: Bg2 had a lot of locations that are not shown on worldmap, if you just look at the number of maps then imho BG2 was bigger in terms of different locations than BG1, just that more locations were "children" of other locations (so you could only access them from other area) or main plot locations that you couldn't return to once you completed them. I liked BG2-style a bit better after a while, because it does reward you more for exploring and the world felt less empty than having all that locations where nothing was going on and only few sub-locations could be explored.
  16. Definately Planescape: Torment- style with discriptions, as there are no ways to animate all that in this game and this non-verbal information is needed to make situations a lot more interesting.
  17. I like the way fallout new vegas handled it with reputation for specific locations depending on your actions. I am not sure if karma systems prevent people from killing everything though, if they aren't somehow connected to the main plot (like villages and citires helping you at the end of the story depending on karma/reputation). If it is possible, then people will just make the quests and kill everyone after all quests are done for the loot. I am not saying they shouldn't be able to. I am just saying karma/reputationsystems do have to have some consequences till the end of the game.
  18. I don't think I have seen all information about the story yet that some of you may have read. But with a soul-centred setting and P:Ts story in my memory I would think that you are correct with your expectation of that your soul/part of your soul gets stolen/lost and your body still lives and you want to get it back and then later realise that not being affected by things other people with souls are also gives you other unique roles to play in the history of the world (well the usual saving the civilisation/world stuff).
  19. Haven't read every post here. But like many here I think New Game + makes sense in games where there is no difficulty selection and thus you are able to play the game later with different difficulty. Some games make it easier (import character with all his stuff), some make it harder (harder bosses, no items or stuff imported) and usually those games do not offer any other character you can play with anyway, so replayability would be low otherwise. In P:E we have different difficulty levels AND we can just make a different character that would play differently. Plus there will be expansion
  20. I think walking around murdering babies and puppies is less evil and more "sick", so someone with huge mental problems. I don't think such a guy would be a good villain at all. I like it when in games you get to know the villain during the game. So in the beginning maybe there is a problem you run after rather than a villain and if there is a villain it is good in the beginning if you just see him as evil until you have more information. But then during the game you should get to know more about the villain, his character, his motivations, maybe because you meet him, maybe because you foll
  21. When discussing realism, this things are important to me: 1. Consistency: I also think that realism comes from the world you create. So the world should be explained early on and this rules should be used consistently. 2. Balancing: For the gameplay to be balanced, many things have to be weighted unrealisticly (so weapon-types are comparable in damage, all weapontypes you can specialise in should be found in the gameworld - so not like bastard swords in Baldurs Gate 1 , every armortype has its part to play instead of one type being clearly overpowered etc). 3. Middle ages lore versus fan
  22. But isn't that the same to all dungeons that are linear? I mean not only the starting dungeons are linear, there are also a lot of other linear dungeons in many RPGs. Of course if you start a lot of games and never finish them the starting dungeons are played a lot more than others, that I would understand, but why would people only play the first two acts and then start over without finishing the game so often that they get sick of those starting parts?
  23. Yea, write me in PM what they think of people here please (they usually don't know Switzerland and think about Sweden with blond girls - that is better since the bank scandals though :D) I prefer this to the view of black and white/good and evil with nothing in between Especially if a game wants to be "well written" like P:E seems to be. I think there are a lot of fantasy RPGs where there is just black and white and villains are just sadistic, egocentric maniacs without more depth to them. There are tons of RPGs were I made genocide after genocide to some clearly intelligent "anima
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