Jump to content
  • Sign Up

Mabster

Members
  • Content Count

    24
  • Joined

  • Last visited

Community Reputation

8 Neutral

About Mabster

  • Rank
    (1) Prestidigitator

Profile Information

  • Location
    Finland

Badges

  • Pillars of Eternity Backer Badge
  • Pillars of Eternity Kickstarter Badge
  • Deadfire Backer Badge
  • Deadfire Fig Backer
  1. As long as we're keeping out of Storm of Zehir territory, managing a little trading outpost or a store might be a fun diversion. After all, we're bound to end up slaughtering whole bands of brigands, so surely leaving massive hoards of plundered goods for the wolves would be a waste. Why not put them to good use? Capitalism, ho!
  2. You don't think the devs believe in their product enough to be able to justify it's existence? Asking questions that have the devs explain their decisions and stand by them is a good thing. I'm not seeing the stupid in there either, the interviewer knows his stuff and his questions were pretty spot-on.
  3. Unless I'm mistaken, I think you have your terms mixed up. In this context, fog of war refers to the mechanic where NPCs and events are hidden (i.e. obscured by a fog effect) in previously explored areas that the player's characters cannot currently see. Not revealing the map to the player until it's explored is not FoW. Hopefully the game will have both mechanics. Exploring dungeons is fun and FoW adds an important tactical element to the game.
  4. Good job. This is well thought out and nicely presented. I'd love to see a system with a similar philosophy in the game. Having the characters actually carry backpacks would be awesome. Jagged Alliance 2 has a vaguely similar system after the 1.13 mod. I was wondering if you're familiar with it? It features backpacks in different shapes and sizes that can be transferred from one party member to another, different sizes of slots that determine the size and quantity of items that it can hold, and pockets and pouches that are determined by clothing. A large backpack also restricts mobility, so it needs to be dropped if you want have that character to climb to a roof for example. (A screenshot in the spoiler.)
  5. Stuff that challenges the player, or gives a little nod for being generally awesome would be ok. Like mentioned above, the way Arcanum, NWN2 and the Fallout games handled things would be pretty great. Obviously, pop-ups or nonsense like that isn't a good idea. Pretty low. DA2 might not be popular here, but how about some respect? It's just a video game.
  6. Who needs a bunker when everyone knows you can merrily survive a nuclear blast by hiding in a random fridge. Not really sure how to handle zombies though. Splice some sentient plants?
  7. I don't think I'd waste my time with a fishing-lottery even if something like that was in the game. I wouldn't mind fishing without any minigames and could guarantee success with just cunning and lightning reflexes. Expanding on that, a sidequest where the player commandeers a fishing boat or gets to manage an entire fishing company would be pretty awesome. Moral choices to club baby seals or not. Going crazy in search of mythical prey. "There she blows! Man the harpoons!"
  8. I went and replied to my own post there. Good job me.
  9. Here's a few, though I have a feeling they might be a bit unpopular. - No gullible merchants with infinite money. No merchant is going to buy a wagon-load of bloody and slashed gear fresh from a recently murdered group of bandits, or items suspiciously similar to their own stock that have recently gone missing. Most surplus gear should be either broken down for parts or left behind. - No magic bottomless pockets. A character should be able to carry only some essentials depending on the clothing they wear. Backpacks can be used to haul stuff around, but wearing one to combat might be a bad idea. (JA2 had a fun system with this philosophy, especially modded.) - No endless item power progression. Items should come with a pretty modest power curve throughout the game, so that there are always options to choose the best tools for the job, and not just the stuff with the biggest numbers attached. If I want to fight an ice troll and I have a fire axe I found a number of encounters ago, it would suck if that weapon is useless because its numbers are not manly enough anymore. - No endless character power progression. An angry group of peasants should pose a potential threat to any warrior. Going *ding* a few times by punching bears to the face in a forest isn't proper justification for superhuman powers.
  10. Classes determine things like hitpoints or how a character progresses through levels, they are part of the mechanics of the game, and should not be included in the narrative. The class wizard does not determine how a character looks, smells or behaves. If an npc refers to that character as 'a wizard' it should be because he or she used a spell or maybe wears a pointy hat. Nothing breaks immersion faster than referring to things that are not part of the game world. I think safe to assume that there would be the same amount of abilities and other options to customize characters regardless of whether there will be a subclasses or not. It might be possible that with subclasses balancing the game becomes so much easier that they have time to add more stuff, but I'm not sure if that's realistic.
  11. I don't think the game mechanics should be something that are made part of the in-game world. A NPC could react to a spell you use, the way your dress or to your reputation, no need to include the mechanic for this purpose in my opinion.
  12. I think I would rather have more flexible progression inside a single class than two tiers of limiting specialization. I thought specializations worked well enough in DAO, but the mechanic is there to limit your options not expand them, so I just don't see a reason to use such a system here. I think by properly explaining how different options will affect their characters, players can be trusted with a large pool of choices, rather than shoehorning them toward efficient builds.
  13. A little reward for landing that great hit is always nice. I'm not exactly a huge fan of violence, but critting in a tabletop game usually ends in stupid amounts of gore. I think even in a cRPG the crits need to be just a little bit special. If Obsidian plan to go with over-the-top violence, then definitely, bring on the finishers and the Fallout-esque silly death animations. A game like this game shouldn't be too serious for it's own good after all.
  14. Tactical combat without friendly fire doesn't sound like much fun. I'm definitely all for it being in the game. Hopefully the game will be designed with friendly fire in mind, even if it ends up as a toggleable feature. Stuff like the ability to customize the follower AI, so that it doesn't touch anything with an AoE or attack enemies affected by one, should come as standard. I would also like to see nice overlays for the spell and ability AoEs with the affected characters clearly highlighted (like in ToEE).
  15. Slavery is a pretty common theme in fantasy literature and games, but it's always possible the devs have nothing to say on the topic, or since we know next to nothing about the world, it might not be a good fit. Still, it's pretty likely theme to be in featured in the game. Slavers are really easy villains in a ton games, so if the theme is in there, hopefully it's not just 'something bad guys do', a cue for the player to dislike a certain group. Being part of a society where holding slaves is not considered morally apprehensive might be really interesting. Freeing slaves and giving bad guys their lot, is still fun though. The whole experience shouldn't be too morally ambivalent--it's a fantasy game after all.
×
×
  • Create New...