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LordCrash

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Everything posted by LordCrash

  1. You've forgotten to add the last part of your sentence: "......to me."
  2. Fun fact: the majority of young people in Poland don't speak Russian. We usually learn English and German and in recent years Spanish has become more popular than Russian. Three, maybe four of my friends would be able to understand a game in Russian (though it's true that virtually everyone can play in English). Ok, but that isn't a pro-argument for a Polish version because if it's true what you say most (young) Polish can play PE in English or German. (as you said....)
  3. Only Russian because there is a reasonable market for RPGs like this. In my experience most Polish gamers can speak either English or Russian or both so there is no real need for a Polish version (at release at least). I think the Italian market is for a niche game like that too small to justify an Italian version. Same is true for all other suggested languages.
  4. It' a question of how the game leads you through quests. In case OE makes the game "hardcore" when it comes to quests, it would be really great if people could make their own map notes (with hardcore I mean no excessive questlog , no quest markers and only a very basic journal).
  5. Personal mapnotes are great but please no obligatory questmarkers. Defeatable or highly flexible markers would be the best.
  6. Of course a mega-dungeon should 'fit the story.' But that doesn't mean that it needs to segue into the critical path. Although my personal preference is that a small part of it does, revealing the possibility of exploring the rest of it (optionally) if the player is so inclined. I am only positing a classic feature of BG1 & BG2, i.e. Durlag's and Watcher's Keep, which were wildly popular. And those in turn were inspired by old-skool dungeon modules that were at the heart of the hobby in the old days. Yeah, but dungeon crawling in a CRPG is not half as interesting as in a turn-based table top game and that already held true for BG.
  7. Who is to say your character, by how you've grown them, isn't someone that knows 'what this is'? That's always been the point of the lore skill, to me, in part at least. That idea that you have to go to this person to find out about X makes a person wonder at some point, if they know, the knowledge exists, so why couldn't your character be the sort that researches such things, and thus have such knowledge themselves - provided you built them in such a way? Not to discount your point on going to the local shop for a scroll/identification, mind you, because that is a legitimate point. I don't find identifying it with a skill you've chosen to invest in is a bad thing at all, it's not boring, it's a way of defining your character. A lore skill check is used for far more than identifying an item besides. It's not very realistic that your character knows every legendary item ever created in the universe of PE with a maximum lore skill. Of course, this could be true for more ordniary magical item (like the mentioned longsword +1 or armor +5% fire protection) but in my opinon not for the real legendary items. It would be much more fascinating if you have to reveal the hidden information about them little by little (like a quest). I really don't like super-human characters who know everything in the universe.
  8. Most of you really hang on to the "classic" RPG identify mechanisms, I see. But in my opinion these mechanics are better suited for a turn-based game in which you have to decide what you do in each round. In a real-time with pause games these classis identify mechanics looks quite a bit artificial and don't really fit in the gameplay (besides the fact that these mechanisms are really unrealistic when it comes to overall fitting in the world). So I would prefer a more sophisticated system in which only very few people have knowledge about legendary items and you have to find out the secrets of these items in a much more complex way by finding the people who knows about it or by finding ancient books with the proper information. It shouldn't be as easy as paying the next best sorcerer in town for the task or even worse as easy as casting a spell or identify it with a personal skill. That's boring and little innovative....
  9. No, no and no. Each dungeon/area in PE should fit to the story. There is no need for a specific "mega" dungeon if it doesn't fit to the rest of the game. Don't get me wrong, I do not dislike big dungeons, I only don't see the point why this should be a stretch goal. If Obsidian decides that one or more big dungeons fit well in the game they will create them in the first place. It's good to have story and area expansions in the stretch goals, I really like the idea of getting a bigger game (if everything is well tuned). But Obsidian shall decide how that new areas should look like, whether they are vast or small.
  10. Yeah, you can't do that with wordpad. You have to type the text directly in the programm you use for the picture editing.
  11. Hey Armand, I really like your songs, you have some great talent! But please don't support that silly struggle about romances because it's only an artifical problem pushed by some people who don't have enough faith in Obsidian that they are able to write sophisticated characters and complex dialogues....
  12. There's a lot of grey between black and white. I hope Obsidian knows that, too.
  13. Answering a prejudice with an even bigger prejudice is some kind of ridiculous.... @ C2B: Damn, I saw your comment too late....
  14. Didn't work. Good for your wallet, bad for the cause, I would say...
  15. Good questions, I would like to know these things, too. But maybe it's a bit too early in the development to get clear statements by Obsidian about their marketing strategy. Though I think that they already reasoned that out, at least to a first minimum marketing approach.
  16. I must say that I liked the potions system used in Witcher 2 which was adopted from the books. The player(s) can only drink a limited number of potions BEFORE any (hard) fight or any task. Many people used to "modern" RPGs criticized that system because they didn't get the realistic approach behind it (even in a fantasy setting there are some ordinary phyiscal realities which players should be stick to normally): During the fight the players are not able to drink potions because it's hardly realistic to drink a potion with sword and shield in your hand and five enemies striking at you. So in my opinion during fights healing should only be possible by mental and/or magical abilities (or item bonuses on regeneration). With mental abilities I mean some system in connection with the game mechanics, here it would be cool if it would be some kind of healing/regeneration system connected with the souls of PE. I could think of a system in which players gain health by killing enemies because they take over some power of the souls of the fallen enemies (a little bit like in the Highlander series)
  17. Thank you sir, it's a pleasure to be here. I'll try to keep my killing of Holy Grail Knights to a minimum. Bah, for a Fallen Knight like me an ordinary mug of bear is as good as the Holy Grail so I'm quite safe I hope....
  18. I don't know what's the fun with identifying. It only stops the gameplay because the player group has to travel to the next merchant/sorcerer to identify an item after the found one. And if somebody in the groups knows a spell for that purpose it's even less reasonable because you can do it at once with no effort. In my opinion it would be a better choice to drop the identify-system or (even better) to incorporate a more sophisticated system. It would be better if you have to find hints in books or dialogues with whom you have to talk or what you have to do to get information about legendary weapons and armor and to aquire the requirements to use them. In such a system normal magic items (like "longsword +1" or "armor+5% fire protection") are already identified when finding them and the real legendary or "better" items all have their own "quest" or "special requirements". No simple, but boring identify-system.
  19. http://forums.obsidi...tion=boardrules Hate to say it, but this guy is correct. Most of your shields are breaking the 150 pixel rule. Yeah, it's my fault. As I already said I didn't read the forum rules carefully enough and so I sent shield with 150x150 pixels to the people who wanted me to make them one. I'm sorry. Edit: Welcome to the Order, Sir White Rabbit!
  20. Does everybody have to shut the **** up in here or what? Is that your "German" rule? God, just some recommendations and the bitching starts. I am not forcing any rules upon anybody, I am just asking WHAT EVERYBODY THINKS god damnit and those are my ****ing thoughts. I really don't care if anybody using a ****ing shield or not, I am just trying to be democraticand respect what everybody thinks. No one has to shup up. I just don't see the point why everyone should change his signature or avatar only because somebody DISLIKES them. That's ridiculous. (Don't be offended, that's not your position, I know that). And the official rules of the forum should be satisfied, I'm certainly ok with that. And I don't want to start a deep discussion about that topic, so I will just quit it now. So once again, it wasn't my motivation to offend you or somebody else.
  21. http://forums.obsidi...tion=boardrules So, I reduced the size of my signature according to the forum rules. Thanks for your kind hint, apparently I didn't read the rules carefully enough.
  22. Some of the shields are not very attractive, true. We need a template where you can simply write in the text... adding a personal picture for every shield is a lot of work though. I do also prefer LordCrash's shield design. I am pretty good with Photoshop, but there is no way in hell that I am creating 150 shields for all of the members. We need a simple template where the users can update the shield's text online (the pic too if they want). Is there a way to do this online? Something like google docs but just as a paint program? Or we just ban the personal shields and make an unpersonlized one that all members can use. I don't know what's the problem... Every user can choose an avatar and a signature he or she likes. If someone doesn't like the personal settings of other users, I don't give a damn thing, that's their decision and theirs alone. If somebody will create a general shield for the whole order I wouldn't complain but there is none yet and even if there would be one there is no obligation to use it. I'm also pretty good in PS but I didn't have the time yet to create a better shield (I have a job and a famliy to care about) but perhaps I will improve my design in the future or even create a complete new one. I could also upload my PS template if somebody wants it but it wouldn't help people who are not trained enough with PS to integrate their emblems or names.... I just want to be democratic about it. These are my thoughts: -the design of the shield we use (it should be official) -where the shield may be placed: in the signature (with our without a spoiler), only as an avatar, only on the first page of our thread; a combination of these options -should the shield be personalized or a standard unpersonalized one -should they be banned If everybody is fine with they way it is, then we will just leave it the way it is. What the ****? This isn't a German association with rules for everything, this is just a bunch of people who wants to help the project a bit further. If a shield is that good that most of us decide to use it, perfect! But if not, who really cares? I will not support an idea which encourages people in their arrogance or intolerance....
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