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Paul D

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Everything posted by Paul D

  1. Generally my PC is a mage, and, being squishy, appreciate having a few meat shields around at least until I've got enough firepower to last more than 10 seconds
  2. A big thing for me with formations is being able to set a designated flee point, possibly combined with a set of pre-defined actions. For example, if a mage ends up getting hit by a rogues arrows, rather than simply standing put where I place him, he flees to an alternative place and does a healing spell. This would allow me to focus on the melee side. I don't like formations when it is set, then it is as if the characters are set in concrete, and if there are enough companions, you can't get to them all in time during a hectic combat to move them to safer ground if you can.
  3. I thought sleep was necessary because of Mana's intrinsic link to Intelligence (ergo: the Brain). This game is suggesting a construct as the soul. Perhaps the soul can be regenerated through meditation, praying, chanting, whatever. The connection isn't intelligence (although useful to learn complex spell constructs I am sure), but the health of the soul. These things still take "time-out" to regenerate, but it does't involve sleep.
  4. I think it may be nice if when creating characters we were able to introduce trade-offs'. For example, create a character with some form of physical disability (missing an eye, arm etc) in return for, say, higher intelligence or linguistic skills. This is the sort of thing one would do in the Pen-and-Paper RPG's. This would allow a richness in the types of characters we could create, not assuming all able-bodied, bright eyed and bushy tailed; which may serve to increase the playing experience.
  5. I agree with the general concept of this thread, to try and avoid unrealistic advantages to either PC or NPC. I think it is a difficult one though, are we looking for equal probability of outcome (either side can win) depending on the tactics employed. The analogy I think of is car racing, where there is one make, one model, one engine type etc, and the only difference is minor suspension changes and the skill of the driver. The outcome in that situation is to measure the skills of one driver vs another to determine the winner. In an RPG combat system, is it about strategy (correct formation position, application of appropriate power etc); or simply a game of who can drain the others hit points faster. Where friendly fire is concerned, a poor strategy (everybody is killed) can have other environmental outcomes (that faction goes to war with you endlessly). Given this game proposes Formations I am hopeful a system balanced more towards application of strategy, than asymmetrical adjustments.
  6. Could crafting\dialogue\training (the softer skills) be another way; allowing those who spend the points on mastery of skills through practice also can level up.
  7. Does support for multiple languages increases the target market, or does it simply make it easier for players in areas where English is the second language? Irrespective of the answer I think multi-language support would make a great additional stretch goal rather than replacing an existing goal. A Player House / Stronghold can add to the gameplay, whereas multiple-language support can add to the usability/marketability.
  8. LOL Squishy Classes ... love it ... sums up mages\rogues\assassins\rangers nicely - stay at the back lest thee be squished
  9. Could the soul be viewed as a conduit, rather than a consumable. That is, the purity (or darkness) of the soul improve the ability of the character to channel energy from the alternate plain. Viewed this way it could open potential ideas for story telling, such as possession (good and bad). A characters actions therefore improve (or damage) the viability of the conductive power of that characters soul, and therefore, the power which can be tapped. One could then find souls to items (remembering soul-gems from other games) to have those items then able to channel power.
  10. As well as politics, perhaps also corruption. Bribery and extortion may also fit the bill depending on the character you a choosing to play. Allowing the old saying "Money Talks" to play a part in the game, for good or bad. Introducing this sort of thing may allow for interesting emerging gameplay options; perhaps if your game character is flashy with the wealth, you have a greater chance of being mugged if you are in the wrong part of town. Alternatively, you can pay-your way to safe haven, or extort your way to good information.
  11. I'd rather not carry around an infinite amount of gold/coin because it is weightless; was always part of the inventory system which didn't make sense to me. A banking system could work if there was a Federation (or something similar) providing the deposit taking, with a presence everywhere (akin to the ATM analogy earlier). Alternatively there could be Guild/Faction/Region banks and , if you were a member, you could get a discount rate banking with them, if you were not a member, you were charged fees to access your cash. Inn's could be a logical distribution point (they are everywhere), and you affiliations could help determine the ease/cost of accessing / depositing your loot.
  12. Don't forget Assassins, Spy's, etc, the ones who work in the shadows. Also where you can develop your character and affiliations during play rather than fixed at creation and stuck there throughout. Perhaps where you become a spy out of necessity, and like it! Or to survive you have to learn Ranger skills.
  13. I prefer weight limits rather than Tetris approaches. That said my mind just went to "You really shouldn't have stored X ingredient near Y and then got caught in a fire-ball - *boom*"
  14. Thank you Obsidian to taking the crowd-funded route. It allows your fans to play a small part in the creation of something special, and I hope you get the creative flexibility you deserve to produce a fantastic title. I am certain the success and rapid attainment of your target has caught you by surprise, and I look forward to the playing product when it is ready.
  15. I agree, I get the feeling sometimes that people writing comments (or providing feedback) in today's globally connected world forget while you are awake, the other side of the planet is asleep! Only companies at a global scale (read: large) can afford follow-the-sun operations; paying for staff to be in call-centres / providing feedback 24/7. Perhaps the internet, and its breaking down of communication barriers (making the world appear smaller) has in turn created an expectation of instant gratification and instant reply. This is probably Obsidian's first foray into crowd sourced funding, and the first time they've really had a direct connection (via funding as it happens) with their fan base. I am sure the communication will improve as they work though their surprise success. I am of the opinion if people are quick to judge this early in the piece and decide to not back, it is their loss, not Obsidians. I certainly wouldn't want people like that as a customer.
  16. I'd certainly like to see the ability to combine spells into more powerful ones, potentially from across spell categories. For example, one spell to make yourself invisible/silent, another to stun & de-buff over time, and another to apply elemental forces to the unfortunate victim. Can turn a mage into a sneaky assassin
  17. Providing it assist with and/or improves the narrative I am all for this to be included. I think it helps round-out characters, this is an RPG after all
  18. Great list, another four perhaps... How about how evil actions can sometimes create good... the old kill a few to save the many moral dilemma. Problem solving trade-offs... solving one causes problems elsewhere, political friction etc. Betrayal for good (or for evil), and the consequences of that betrayal. Language barriers - where classes have different base languages, and you can invest training in learning them to increase influence, or create barriers to others who despise that particular class.
  19. I personally always liked the Elven attack method - wait long enough and your enemy will age and die That said, for many the first images some people imaging when the word fantasy is mentioned are Dragons, elves, mages, dwarfs, orcs etc... for many those character classes are the bedrock of fantasy. It will be interesting what the final races are and how they are integrated into the narrative.
  20. I think this concept is worth exploring. I suggest some gamers enjoy the Story as much as (if not more than) the Adventure Personally, I like both, and where there is dialogue I am very interested in learning more, understanding the motivations of the NPC's etc. I acknowledge developing such content takes time, but investing in the story can at times result in a richer experience than simply wandering around a richly textured and rendered world IMHO. There is a survey currently underway in the forums regarding Dialogue, and rich explanations are a stand-out winner there (last time I looked).
  21. Formations sounds excellent, allows for the player to have even more control about how to respond tactically to particular situations. How firm will the formation rules be on the characters contained within. For example, if you put a mage on point, will they stand there despite getting hammered (you should have put a tank in that spot) and subsequently die, or will party characters be able to "flee" to a designated point once hit-points get low enough?
  22. Looks like there is a clear preference with the first question with the second is relatively evenly distributed. Could the second question be enabled by way of a game preference? I imagine the engine would be using a probablity calculation and a virtual dice, so what to be displayed could be a game preference as the underlying game calculation/dymanics shouldn't change.
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