Jump to content

BaronVonChateau

Members
  • Content Count

    23
  • Joined

  • Last visited

Everything posted by BaronVonChateau

  1. But doing what? Moving everywhere at walking speed? I'm playing on an old rig, and a good amount of my playtime is spent on loading screens and quicksaving. (Almost at 80 hours of play, and currently in Twin Elms, almost finished Caed Nua.)
  2. Got a solution, better than nothing but still a little messy. The price to pay is the deactivation of further Steam Achievements for your savegame : activating the cheat modes does that. To get the quest working somehow, get back inside Lle a Rheman, activate your console (usually ~ , otherwise you can set up the console key in your game control configuration screen) and type iroll20s : this will activate the cheat commands. Then, type in : additem quest_item_bronze_weapons 1 This will add the items to your stash. When you get out, a delegation of Crucible Knight should greet y
  3. Got the same problem as everyone up there. Got locked out from Doemenel's and the Knights' path. Basically stuck. Have a workaround been found?
  4. I'm quite overwhelmed, thus far. The game is a real joy to play. -Keeping in mind that this comes from a guy who didn't like D&D system that much, the combat and character customization are very satisfying. Allow to experiment without committing your characters to a single playstyle, in part thanks to the fact that Weapon Specialization include a wide range of weapons, instead of one type. As well as modal fighting style. -The non-binary "alignment system" goes well with the game mature treatment of a non-manichean storytelling. -Despite my initial reservations on what I heard durin
  5. Just as I hoped, with its implications of collective un/consciousness, the chanter concept is Jungian as heck. I am joy.
  6. Anything that pops during play because you've awesomely slain whatthousandth enemy, or because you have simply reached a milestone during your play is absolutely horrible. I'm not that much an immersion fan, but this kind of pop-up makes me feel insulted. It's just as if I was reading a book in the subway, reading a particularly well-done characterization or development, only to get interrupted by a random stranger giving me a lollipop because I just finished the 100th page. Even a non-invasive page at the end of the book which'd describe all my achievements while reading (REACHED 50th PAG
  7. Sounds like a canine variant of a leucrotta from AD&D. As a DM, that was always a fun one to use on the players. Shiii... It *is* close to a Leucrotta. I started with the idea of a hyena which - instead of laughing disturbingly - would cry and whine to lure preys into thinking there's a human suffering out there. I crossed it with a mynah and worked from there. Shiii...² : it is actually an even older myth : http://en.wikipedia.org/wiki/Leucrotta So much for the collective unconscious.
  8. Myhenah : Solitary lupine predator of considerable weight, the Myhenah often hunts near small human settlements where it waits for solitary preys. It has the unique ability to mimicry human speech up to the tone, words and voice. Because it learned to use this unique ability to lure out humans, it usually prefers children or teenagers as its first victim. Once it finds a reckless prey straying too far from the settlement, it usually disables him before torturing him long enough to enrich its vocabulary and vocal knowledge. After this, it usually prowls around the village for two or th
  9. PS:T, Shin Megami Tensei III : Nocturne, Shadow of the Colossus, Star Control 2, amongst others. There are other games I'm hesitating to put there, like Alpha Centauri, Dragon Quarter, FFVII, Dark Souls, Battle Isle 2, Kotor 2, 9 hours, 9 doors, 9 persons. When I look this list, the only line I can draw between them is how memorable they are for me (memory being heavily influenced by emotions.) All those game are doing something special, and they aren't doing it in a superficial way. Whether it's gameplay, story, presentation, there is something the designers did and didn't stop at the fi
  10. People joining the PC must have a pretty solid reason for doing so. The reason should rarely be dependent on the PC's personality or identity, because it would cheapen both the NPC's motivation and ability to make choice for him/herself. On some touchy and critical matters, it's important that they voice their disapproval, but it would be even more relevant if instead from speaking, they acted. There's this "Pulp Fantasy" RPG trope that the player is some kind of God descending on earth, and that every companion is a good or bad-willing witness of everything the player does, seldom doing anyth
  11. My voice also goes for a limited number of slot for maintaining buff spells. As for the Stamina cost, I'd favor a temporary penalty to Max Stamina, depending on the quality of the buff spell. Since the goal is to stop bothering casting buff spells again and again, let the mage cast it once and decide when to scrap it in favor of something else, or generally improve its durability by limiting the amount of spells he's maintaining.
  12. The patrol and migration ideas are very good. Overall, the possibility that some patrols or reinforcements can sneak up on you while you're already fighting another enemy group is interesting and gives more weight to scouting, sneaking and preventive trap laying.
  13. Finishing moves are pure fluff and doesn't add anything to the game except for some "WOWTHAT'SOBEAUTIFULLYBRUTALI'MCRYING" effect. Even if I liked very much the special death animations of Fallout 1&2, I could go without. From my point of view, good sound design can easily provide the satisfying feeling of brutality that goes with a critical hit/kill.
  14. Jasede mentioned Krondor's riddle chests where you have to scrolls a limited amount of letters to answer of the riddle. If I'm correct, the amount of possible letter for each slot was limited to 4, which solves or at least reduce the mistakes one could do by typing the answer. On top of that, they were purely optional but provided a nice distraction to the game itself, while still being consistent with the setting and gameplay. Also, I think that language is a non-issue. Even when I was a young Internetless unhappy non-english speaker, I would pick up a dictionary and translate the words w
  15. I'M A PRESTIDIGITATING.

  16. I prefer the fourth option. It is a good balance between replayability, non-Diabloesque dependancy to random drops and a good challenge to the player's adaptability. I'd like to avoid replaying the game with a determined mindset, preconstructing the party's evolution by jumping to powerful items milestones. A touch of randomization may lead to rethinking the strategy you were using and vary the game experience.
  17. -All team selected, one or two distant mob, one pressed key, one click. Archers and Crossbowmen pepper the mongrel while melee fighters stay in one place, waiting until the creatures come in close range. OH THE JOY I'M WEEPING. -One key, two of my casters cast a separate spell in coordination on the target : the "Lower Fire Resistance" spell takes 2 seconds of casting, while the "Fire Dart" takes 1,5. The "Lower Fire Resistance" mage begins chanting immediately while The "Fire Dart" caster automatically wait 0,6 second before beginning his own incantation. :ThisIsBeautifulCat.Gif: Or
  18. Since we don't have a solid grasp of the story, its stakes and setting, Obsidian's lead designers are the best suited to judge which composer is the most fit for the job. Fan feedback is useful for some matters, but I'm convinced its field of possible influence stops where the "author's vision" kicks in. So yeah, I love Mark Morgan's work, but there's no way I feel I could have an enlightened opinion on who should do "Project Eternity"'s music.
  19. Either one is good, as long as there is the possibility of stumbling on an undiscovered place, either because you just happened to pass by or because you deducted from some fragment of information that something *might* be there. Star Control 2 style. It allows for intelligent exploring. So I'd prefer something open-ended, like Fallout or Arcanum's World Map - with the added possibility of getting lost into content-packed wilderness. BG 1 did it in a restrictive manner, thought. It pushed the player into a systematical "let's click this location and sweep this map" mindframe, where discove
  20. There is a dangerous and sometimes empty trend which consists of systematically including matures theme in a RPG. As if blood, sex, moral grey areas, political intrigues and various depictions of social anguish were sufficient to bring a game into the realm of TRUE COMPELLING AND GRITTY STORIES. Nowadays, these are regularly vaunted in interviews, sold as features as if their inclusion alone was sufficient to tell a good story. Maturity is more a matter of writing quality than topic selection.
  21. I'm not really gung-ho about houses in RPGs, especially in the "I'll put the head of that DRAGONBEAR I killed above that AWESOME MAHOGANY nightstand I crafted by CLOGGING ten pieces of wood with PURE SKILLS" sense. Whether a house is easy to use for the player and his/her party would imply that they are not in direct danger, it somehow defeats any feeling of quest urgency or danger. Also, a quest implies the idea of a journey : there is a strong narrative regression if the player periodically "feels at home." At least I do. But I could deal with something special like the Planar Sphere, or
  22. PS:T, KOTOR II and Fallouts for the writing. NWN 2 and Arcanum for the character building. Fallouts and Arcanum for the setting.
  23. I somewhat mod, so I would be awesomed by the addition of modding tools to the game. Depending if the players "feel good" in the game world (like they notably do in Morrowind, or other TES) it can help insuring the long-term popularity of the game.
  24. Great post OP. You summed it up very nicely. From my point of view, one the numerous things that made PS:T so great was the use of its game world to tell and reinforce its story. Many side-quest were parables which resonated with TNO's journey, giving it flesh, illustrating its stakes on a smaller scale while giving insight about how Planescape's world is working. There is a reason why PS:T's sidequests are interesting : they are not a diversion from its main content : they directly flow from and back to it, bringing something along the way - either because you discover something TNO d
×
×
  • Create New...