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teknoman2

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Everything posted by teknoman2

  1. damn... i got so many games to play (the 2 iwd among them and i have to finish nwn2 that i left near the end so i can play motb). i wonder if i can finish them all before wasteland 2 comes out (backer inside)... then, by the time i finish it, divinity: original sin will be ready and by the time i finish that, there will probably be time to play eternity and torment... i have to quit my job and be a 24/7 gamer
  2. what BG2 did right, was that it gave a reason to do the various side quests. you were underequiped in a foreign land and needed money for gear and information. so you had to find things to do to gather the gold. and instead of making this search for money part of the story, they left it to the sidequests to be your source of income. in most rpgs side quests are more often than not just there for you to get game hours, loot and xp and are not part of a bigger picture.
  3. i dont have a problem distinguishing sounds, and indeed i found that secret world keypad riddle very easy, however i dont have a very strong short term memory so i found the bard part of nwn2 impossible since i could not play the tune more than 3 or 4 times to figure out the sequence (the fact that the sequence choices were made from dialog options made it even harder because i had no way to reproduce an actual melody... just notes).
  4. this is exactly what Alpha Protocol did right: you did not have to be liked by anyone. like or dislike were 2 sides of the same coin, and each had advantages depending on the situation. same thing could be done here. the how, i leave to the pros
  5. it's one thing to fight against someone, win and spare his life in exchange for his service, a different thing to fight someone, ruin his entire army and plans, and then have the option to go become his servant like nothing ever happened just so can see that ending without having to replay the game
  6. in new vegas you could help or fight each faction at every step of the way, resulting in favorable or hostile reactions by the members of that faction. i for once helped the NCR and killed the legion members on sight. and after killing more legion soldiers than the entire ncr army ever did, when i reached a point of the game where the path for the ending was to be decided, a legion guy comes to me and says "Caesar forgives you for everything, join us and help us win the war". just a frase, that opened up all the doors i had closed with my choices during the 50+ hours i was playing. it really killed the mood
  7. double arc in the sense of going for one guy, only to find that he is just a nobody compared to the real enemy you need to face is fine (something like trying to destroy shinra inc in ff7, only to find that they were nothing compared to the power of Sephiroth). but double arc in the sense that you play the game to the end, then, when you start it again you get a different story that starts at where the first story ends then no (in a jgame that i cant remember the title right now, you had to play the first part 2 times, get 2 specific endings and by getting a specific 3rd ending, the 3rd time you played through it, you would unlock the second part of the story that was big 3 times the first part... that you had to play 3 times for no apparent reason)... i think its a forced replayability mechanic that adds nothing and only results in a waste of the player's time if you want replayability, it should be done with branching story that opens and closes doors as you make decisions, WITHOUT the "we forgive you please join us" at the end by your enemies (yes im talking about new vegas) that makes all choices almost meaningless.
  8. i suppose it will be. in the old IE games, based on DnD 2, you had to have a calculator at hand to make calculations based on various stats to see what you could actualy do, and i dont think they plan on making it that complicated. complex and complicated are two different things after all
  9. people lets not forget the most important part here: the game will have a 2d top down perspective with the camera at a fixed distance (with at most a 2 level zoom). do you really think you will be able to see the details of the armor, if it looks like a skintight plate or not?
  10. a really nice spell could be the light wisp... the mage summons a very bright wisp that you can move around with your party and illuminates the area. it doesnt just follow you around, but you can send it ahead to light up that dark room or hallway. also you can find and light up torches and other things along the way to create a steady source of light. darkness is needed, because as someone said in another topic, how can a dungeon abbandoned for centuries and inhabited by zombies or other non sentient critters have lit torches all over?
  11. here's an example of level scaling that you may not realise it's there every enemy has a starting level, and after your level goes above that of the enemy, for every x levels you gain, the enemy gets 1 level let's say max level is 50 you are lv1, the wolf is lv2 when you are lv5, the wolf will be lv3 every 4 levels after that, the wolf gets 1 level so after a while you will outlevel the wolf heavily, but he will still have the power to do damage and survive more than 1 hit, so a pack may be trouble up to your lv20 instead of 10 that would be without the scaling at the same time, a troll or an ogre, start at lv20 (therefore are impossible to kill at the start) and when you pass lv20, they get 1 level for every 3 of yours, so you cant outlevel them completely, but if you take your time to get levels before facing them you will have an advantage a fire giant will start at lv30, and will get a level for every 2 of yours after 30 a dragon will be lv 40 and will get 1 for 1 so after 40 you will always be equaly matched this way weak enemies will become weaker as you get stronger without becoming bugs you can step on right away, while stronger enemies will remain chalenging even if you are getting ahead of them and are getting easier to kill, while the highest level enemies will always be hard to kill
  12. You have the option to possess a creature, in game, with a console code and see its stats exactly.Also, there's a program that extracts/lists all creatures that appear in BG/BG2, coupled with all their stats. what do i need to see his stats for? it's not his stats that make the dice roll all these 1. his stats may make me need a higher roll (9+ instead of 5+), reduce the damage i do to him and so on, but they cant affect the dice roll
  13. it still remains a cosmetic option, so i dont see why so much arguing about expressing an opinion of indiference (although expressed a bit roughly).
  14. right... so when i was fighting the wizard in the cloakwood mines, and i was getting rolls like (. is round end) 1 1 . 1 1 . 3 hit 1 . 1 1 . 1 1 . 1 18 hit . 1 1 . 1 11 hit . 1 1 . 1 1 . 5 hit on my attacks was simply bad luck (the game has the option to show dice rolls in combat)
  15. baldur's gate had no level scaling, however it had dice scaling for bosses and important enemies. thanks to the trilogy mod, i played the first bg with the ranger subclass "archer" from the second. at lv6 my thac0 was so high that i could hit anynthing short of a warrior with full plate with a simple roll of 2. still, when i came up against a wizard boss with ac0 at most, the dice rolled me 3-4 times 1 (critical miss) between every hit, because if i were to get regular rolls he would be dead within 2 rounds and would not be chalenging (just as sarevok could hit with a 4+ 4=8 vs ac-9, just because he was the boss and he had to be hard) so a type of scaling is always there. that said, i prefer to face actualy stronger enemies than have the game bend the rules so that i cant win easily when im too strong for the enemy im facing
  16. He actually says: "If your selection circle color choices are going to make the game worse if you don't get what you want I only have three words. Get over it." Since not being able to discern between hostiles and allies in battle at a glance, purely because you happen to have a rare form of color blindness, makes the game quantifiably worse than the alternative (being able to discern between hostiles and allies in battle at a glance, just like everyone else can), I would say it's a bit silly to suggest that such people are somehow being ridiculous to wish for such a simple option that would prevent their game experience from actually being devoid of a trait inherent in other people's game experiences. I mean, would you say the same thing if the game was only going to have one resolution (640 x 480), and people said "Maybe there should be at least one more resolution."? Would you tell them "If you don't have a 640x480 display, you should just get over it. I happen to HAVE a 640x480 display, but, in a completely unrelated note, I don't care if there are any other playable resolution options or not, u_u"? Maybe we also shouldn't take the time to produce wheelchair-access ramps to restaurants and offices, because, if the lack of such things are going to make the restaurant or office visit worse for those in wheelchairs, just because they don't get what they want, they should just get over it. 'Cause, I mean, it's not like they NEED ramps. They just want them, selfishly, for no apparent reason. Just like the color-blind would want to change circle colors, sheerly because they're pretty. i think you're missing the point... the default setting of the colors is set to assist the color blind, and OP is asking for a slider that let's him change the colors to what he likes because he is not color blind. so that means that the slider is an optional feature that is purely cosmetic. so if you think the gaming experience will be poorer because the game lacks a cosmetic feature, get over it
  17. the most important thing for an RPG is different for each player, but for me, if i had to use one word: interactivity atmosphere and imersion are important and graphics should serve to provide them. a good plot also helps with the atmosphere a combat system that is chalenging but not unnecessarily complicated, combined with a character advancement system that allows for customization of your character are good to have. but the most important part for me is that the game world needs to respond in a coherent way to what i do and who i am in the game (stuff like: im a famous hero who gained the status of noble through my service for the king, and then the random peasant comes to me and says "hey young man, i need someone to kill some rats" is somethng i could never stomach).
  18. indeed you have. he says (and i agree) that he just does not care if the feature is in or not. and if you consider the presence of that feature so important that you cant play the game without it, you should seriously consider what your gaming priorities are
  19. there are many types of level scaling. there is the abomination they made in oblivion,where the type of enemies you would encounter changed with levels, and there is the subtle aproach of gothic 3, where at lv1 a wolf was a serious threat, but at lv30 it was as easy to kill as a bug, however a pack of wolves could still kill you at lv50 if you took them lightly and a dragon was as hard to kill in lv1 as in lv50, with the only difference that in lv50 you had weapons that could hurt him. there are many games that have a subtle level scaling system that you can barely notice if they dont admit to having it
  20. the kind of wizard you speak of would be someone with access to spells like tenser's transformation, that turn the wizard into a fighter of the same level for some time. however they have said that class will not resctrict skill progress, something similar to the divinity games. so you can start as a wizard, learn spells as you go, but instead of getting skills that supplement you spellcasting, you get skill that increase your physical abilities so you can fight head on and cast spells (with reduced efficacy)
  21. they never said anything about stamina being used for attacking and whatnot, but they did say that the special moves of the barbarian are powerful but exausting, thing that may mean that stamina will be used for skills. but its speculation so far
  22. i am absolutely in favor of the pathing part... it was really annoying in IE games and often even in NWN2 and the spell part is good too... i often had trouble in IE games due to lack of feedback on area effect spells that caused me massive friendly fire damage. and not often but it happened that i canceled a spell, by giving another command, thinking the casting was done. so maybe allowing to queue commands could spare the spacebar and allow a bit more fluidity in combat, instead of constant pause-unpause. now replayability is gonna be there due to the amount of classes, companions and so on. if to that you add something like quest A - solution A - result B - quest B quest A - solution B - result C - quest C quest A - solution C - result D - no new quest it will skyrocket of course it would be best to avoid something like BG where you had to be a good guy to accept quests, with no bad guy alternatives, where a bad guy would have to get his progress through the slaughter of guards if he wanted to stay in character
  23. what could prove to be effective as wizard with sword, is buffer wizard that uses his spells to increase his companon's combat abilities and fight head on by buffing himself when his companions cant help him
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