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MinotaurWarrior

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Everything posted by MinotaurWarrior

  1. The problem I have with perma-death, is that it really amounts to "reload quite frequently", and I prefer games to menus / loading screens. I'd like it if they could figure out some other way to create consequences for your death, kinda like they did in PS:T, but different. Dragon Age handled this better than, say, NWN2, so maybe there could be something like that, but more severe? Like, after getting knocked out, you come back with 1/6th less of everything (max hp, your attributes, skills, et cetera) until you get treatment? This way, death has significant in-game consequences (unlike NWN2) and you'll actually end up playing with those consequences (unlike BG, especially BG1)
  2. I'm really glad to hear what you said about the features they're not going to have, Bos_Hybrid. I didn't catch that from the devs, but it's all good news to me. I want the money going towards gameplay and story, not VA and 3D models.
  3. Didn't one of the 'Big Names' (Urqhart?) use community-developed moding tools to help add-in unfinished content in one of the IE games? Anyway, I think one of the best parts of playing the IE games today is the insane modding community that has grown up around them - especially the stuff that's heavily tied to the source material, like the Xan and Kivan companion mods for BGII, or the additional party banter mods, or (especially!) unfinished business.
  4. I'd like it if there were four basic divisions: Evocation: the flashy destructive stuff Life magic: healing, buffing, et cetera Conjuring: summoning creatures to fight for you Curses: debuffs, damage over time, magical traps
  5. I'd rather it be more multi-dimensional. So, perhaps one character might have a politics / friendship / morality set of influence axii. You agree with their faction recomendations, you get political-points. You're nice to them, you get friendship points. You agree with their moral recomendations, you get moral points. And there should be no simple "drawbacks" / "bonuses" for extreme influence levels, just consequences. So, no to AP handler bonuses, yes to everything else AP did with this stuff.
  6. On the topic of branching storylines: I really just want them to do it the cheap way. Have a stupid messenger send me a letter about how the villagers of such-and-such-ton's new government I installed are responding to the new situation I created in the capitol, let me send one of three messages back, and let all of this result in another simple text message and a different suit of armor being worn by the helper npcs in the final battle. I don't need the entirely different set peices of the second act of TW2 - I just want to have the game validate my imagining of the consequences of my actions. Yes, do it like in KOTOR2. Which was developed by Obsidian, so I think we're set. You mean the game with the, "Give me your credits and jump into the pit" dialog? I think Alpha Protocol is really the Obsidian game you're looking for here. That, or leave Obsidian and look at The Witcher 2.
  7. What I care about is this: are the differences between the races actually thought through and profound? An elf who has forgotten more than he remembers, lived through the isolation of being the only child in his community while growing up, or dealt with the callous destruction of young elven life used to keep their population in check, et cetera is infinitely better than a scaly human with horns called a "Drag'datha" who do a poor job of imitating some foreign philosophy none of the devs really understood. Racial differences should be the sort of thing that could actually be inherited racially, should have serious implications, and should make me more fully examine the complexities of human nature by carefully changing one aspect of it, and showing how all the other parts of human nature are reshaped in response. Elves can do this, Eusocial races can do this, Lizard-men who have mating seasons and do not form pair bonds or raise their young can do this, any sort of race can do this. You just need to think things through.
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