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teknoman2

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Everything posted by teknoman2

  1. if you are refering to my post, i did not ask anything. i simply stated that the use of this method is possible and within budget if they want to give a graphical representation of emotions
  2. in a combat scene you can clearly see an enemy's arm fly off after Geralt's attack
  3. DAO was much more manageable in the PC version, however it also had friendly fire always on (in consoles it was on only in the highest difficulty) and let's be honest here. DnD has been used in 6 party based RPGs + expansions (if i dont forget anything and i do not include the first neverwinter) and we have gotten used to it. the original PnP system is made for each player to have 1 character, yet we all played 6 at once and had no problems managing them. so why should we have a problem managing the 6 characters of PE? let's put it in another way. how many here play dota or LoL? the first time you use a character there, you read the skill descriptions. the second time you may take a look if you dont remember something. from the 3rd time you no longer need to read it to know what it does, and not for 1 but for several dozen characters since you do not always play one and you need to know what the others can do in order not to lose. the same goes for PE: you will use a characters skills a few times and then you will just know what they do without having to look
  4. Definetely something important to note, let's be elitist already. To answer the OP, seems that the combat will mostly feel like Dragon Age (or any MMORPG-style game) where all classes have all kind of active and toggle abilities and you gotta manage 6 characters simultaneously if you want to succeed in the toughest setup. Was already pissed by that in DAO, and it only concerned 4 characters (but maybe is it because DAO had a boring story development imo, can't say). Already fond of abilities names like "shake it off !" for the paladin, really feels like a MMO. the only class that did not have any active skills in IE games was the fighter. the paladin had special abilities and spells, the ranger too, the druid - wizard - sorcerer - cleric had the most, the barbarian had 1, the thief had 3 and needed to be positioned properly for the backstab... so yes, classes in the old games did not have all sorts of active abilities Dunno if you really missed my point or if you wanted to act smart. I note with interest that you consider the fighting system of the IE game and the one from Dragon Age are the same. I although wouldn't consider stealth and spells as abilities because, first, they are not, and also because they can be used out of combat. The fact Paladins have to chose between several aura effect, the fact some classes have alternative ressources (wounds, focus), the fact that barbarians have splash damage all feel like mechanics that suit a multi game where you play a single character (I could come with a lot more skills, like the Fighter ones for example, but you get my point). EDIT : Oh I just read your signature, don't mind my first sentence. i got your point and i dont try to act smart. the thing is that the presence of active and toglable abilities is not something they got from mmos, they existed in all sorts of RPGs already before mmos. also their names or the resource each class needs to use them, is not what differentiates a single player game from a mmo, and it certainly does not define it's value as an RPG. these are combat mechanics and we know nothing about how they work in actual combat, and of course combat may be abundant, but it's not an FPS so the game is not it's combat system
  5. Definetely something important to note, let's be elitist already. To answer the OP, seems that the combat will mostly feel like Dragon Age (or any MMORPG-style game) where all classes have all kind of active and toggle abilities and you gotta manage 6 characters simultaneously if you want to succeed in the toughest setup. Was already pissed by that in DAO, and it only concerned 4 characters (but maybe is it because DAO had a boring story development imo, can't say). Already fond of abilities names like "shake it off !" for the paladin, really feels like a MMO. the only class that did not have any active skills in IE games was the fighter. the paladin had special abilities and spells, the ranger too, the druid - wizard - sorcerer - cleric had the most, the barbarian had 1, the thief had 3 and needed to be positioned properly for the backstab... so yes, classes in the old games did not have all sorts of active abilities
  6. it will not use DnD and i have an altar dedicated to Josh for that. games that use the DnD system, are the definition of 50-50 (miss-hit) combat that have barely any tactical options to turn the tide more than 55-45 to your advantage
  7. exactly just look at any hardware survey and you can see that even if 4k monitors come out tomorrow, they will not become the norm for the average player earlier than 2020. their prices will be beyond the reach of all but the most rich gamers and of course the necessary hardware to run things smoothly at that resolution will cost a year's pay
  8. cinematics are not bad per se, but they are overused, and tend to take control of the action and of critical decision making moments away from the player... and that kills RP have a cinematic view of my character performing an action i chose is fine. having a cinematic that shows my character perform an action i did not had a say in, but for "story's sake" it had to be like this, beats the point of playing an RPG
  9. the only DRM will be the steam client (it barely counts as such) if you want to get it there... otherwise it will be DRM free and rightly so, considering that DRM is a waste of resources
  10. i'd go for 1+5. for hardcore every in game hour, your max stamina decreases by 3%, but the stamina after a battle regenerates at 100% of your current max. so if someone has 100 stamina and fights, his stamina will go back to 100 after the fight. after 10h from rest he has 70 max. if he fights and loses some, at the end of the fight his stamna will go back to 70. if you stay without rest long enough, you will eventually go around with 1 stamina
  11. you just gave me an idea about making a copyright claim and geting filthy rich.
  12. have you played jrpg's like path of radiance or grandia? in GW2, they used that type of dialog system, with animations and voice overs, instead of static images and text. of course the quality of writing and voice acting is not the best, since it is an mmo after all. they did not put resources on something that is nice to have but not the main focus of the game
  13. indeed they are, at least for this game. im just saying that if they wanted to make a graphical representation, these are 2 options that are feasible within the budget of the game
  14. Not everything, it's goes to scale. Yeah you can see more "goin on" in the rest of the field. But you can not se if a person for example is smilling or be angry or giving you hand to say hello or giving you something ... But personaly in combat i prefer isomethric .. in dialog in face to face .. but i don;t supose PE will have something like that so .. i must live with it Yeah, I think the first Dragon Age and to a lesser extent KOTOR worked pretty well in this sense. Ohwell, it was a Kickstarter funded game, and a fixed isometric view means you don't have to spend as much on detailed art. Maybe Eternity 2: More Eternity can move to a cross between up close and isometric. they can go the Guild Wars 2 style for dialogs. or if they want to skip the animated part, just go full jrpg with static images of the characters
  15. i played it for a bit... but i did not like the fact that lv50 armors had limited design options. up to lv49, i had a really cool armor for my bounty hunter that i kept upgraded. unfortunatelly the lv50 armor mods would not provide all the bonuses if taken out of their original armor so i had to change to a lame looking one.
  16. in Arcanum you are not a foreigner... the blimp's route is Caladon-Tarant, so no matter the background, you are from somewhere around Caladon, and that makes the inexistence of anyone who knows you more hard to digest
  17. i went with what can be realistically implemented in the game and would be good to have arcanum style background, that has medium effects on the game. so depending on your past, there are some people who know you and you know them, and places you are familiar with (unless your background is "a guy who lived since he was born in a monastery") the "make your own story" box is... meh! it offers nothing to the game. the DAO approach is not possible with the budget in question and the rest are uninteresting as about the level of change the background brings, i went with medium, because if less you may as well not have it at all (just think of how idiotic arcanum was, where you could be anyone from the Caladon region, you boarded the blimp in Caladon and yet, after the crash, you have no idea where Caladon is... or Tarant, your destination), and more is not possible budget-wise
  18. IWD2... havent played it before and i hate every moment of it. the rest of it is fine but the DnD system just doesnt feel right... got off the ship, met the first goblin, my 14hp lv1 fighter goes for it, it rolls a 20 and does 15 damage, my fighter dies from the first attack of the first enemy of the game. now ,after many reloads, im at the goblin stronghold
  19. well the quests i dont want to see, are the +1... that means, quests that are there for the sake of being there. like hmm... all the quests in a TES game
  20. how far reaching consequences a quest will have, is actually determined by who makes it and how much freedom to play with it he has. even a simple fetch quest can turn into something that will follow you through the entire game if the writer is allowed and willing to go with it. well to get back on the topic, even if the game is made with trial of iron mode only and a save made on a server and not on your pc, people would still find a way to scum. so it is useless (from a practical point of view) to even bother try to come up with a way
  21. to give an example of what i mean in the witcher, in act 1 you are asked to protect a shipment from drowners. when you are done, some elves come and say that the shipment is theirs and you should hand it over. at that point you can say yes or no the imediate consequence of yes, is that the quest giver will be angry at you. the long term, is that in act 2, several hours later, the person you wanted to meet, is killed with the weapons from the shipment. as an added bonus the non human traders are favorable to you if you say no, the quest giver is happy, the person in act 2 is alive, but another important character is now in jail and the non humans will not trade with you you can reload to get the favorable responce from the quest giver, but that changes things down the line, and if the result is not to your liking you have to repeat several hours to change it the reason this system is implemented in the witcher, is to add depth to the quests and story, but as a bonus, it also serves as a deterent for scumming i do not say to rewrite the quests just to prevent save scumming, but if the quests are made with far reaching consequences, then it reduces the chance of someone replaying a large part of the game just to change a choice
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