Everything posted by Chunkyman
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What makes a villain you love to hate?
I hope they avoid making cardboard villians. I don't want to "hate" very many people. Characters should be multidimensional and allow you to understand them, even if they are an antagonist. I think DA:O did a great job of this with Loghain. The A Song of Ice and Fire series by George R. R. Martin is also a great example of well written antagonists.
- How old is everyone?
- Your opinion on mounts?
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No autoleveling of skills (bethesda style)
I'm going to try using logic to explain why XP systems are better than skill usage systems. Humans (like most animals) respond to incentives and rewards. When a reward is given based on certain actions, people tend to engage in that behavior. In an RPG, people tend to enjoy role playing, and playing the game "normally". Therefore, any rewards you receive (like leveling up) in the game should result from playing the game in a normal fashion. This ties the rewards (leveling up/skill increases) with the behavior players most enjoy participating in (like role playing and playing the game normally). An XP system is great for this because you get the rewards by completing quests, defeating enemies how you want, etc. On the other hand, a skill usage system does not tie your rewards with playing the game in the normal (fun) way. A skill usage system ties your rewards (skill increases/level ups) to how much you engage in repetitive behavior or "grinding". This creates a dilemma for the player that makes gameplay worse, they must either select optimal rewards (through grinding) or lose the fun of playing the game normally (and thus forgoing optimal rewards). Because of this an XP system is preferable because fun behavior is tied to rewards, while a skill usage system ties boring behavior with rewards. In New Vegas, I can play the game exactly ho I want without losing out on anything because the XP system rewards me when I play normally. In Oblivion, I often grind (which is boring as hell) in order to achieve the desired results upon level up.
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No autoleveling of skills (bethesda style)
Who the hell does this kind of thing? Seriously? Are you just speculating here on what some players could potentially do if they wanted to, or do you have some kind of proof that X amount of players did such things? I don't think it's right trashing an entire gameplay concept just because a very small number morons go to extreme lengths to level up their character in a singleplayer game. Everyone I know (who plays TES games) has done something like that in a TES game, just saying. It's a boring system that often results in inferior gameplay compared to an XP system.
- [Merged] Co-Op Multiplayer as some potential future stretchgoal?
- What do you want to see as new stretch goals?
- The new Companion, give your feedback and let your voice be heard
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[Merged] What kind of World Map do you prefer?
I love wandering around and exploring, so I want it as open-world as possible.
- 61 replies
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- map
- travel map
- world map
- map
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- [Merged] Co-Op Multiplayer as some potential future stretchgoal?
- Unique Kickstarter In-Game Item
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Gameplay Mechanics of Armor
I agree. They shouldn't throw in artificial caps for things, they should however make it difficult for you to achieve 100% immunity through normal means.
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Please! Less classes, races, factions, companions, regions, and other features!
Lol, There's this wonderful place called the BSN (Bioware Social Network) that would be perfect for you.
- 51 replies
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- classes
- factions
- races
- companions
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Gameplay Mechanics of Armor
How do you want armor to affect gameplay? I like the "Damage Threshold" system in New Vegas. Besides being a bit more logical, it is also fun from a gameplay perspective. How I think it should work for PE is that the heavier armor you wear, the more penalties you get to things like stamina, speed, attack rate, etc. For example, light armor would have almost no penalties to your character, but it wouldn't be very effective in blocking damage. On the other hand, very heavy armor would make you extremely hard to hurt but would cripple your DPS because of all the penalties. This system would allow for a good variety in different tactics and play styles, which makes the game funner and adds to replayability. I also want armor to be multi piece (slots for grieves, helmets, etc.) so that I can mix and match pieces that I find throughout the world, allowing for greater variety in what my character can equip. Stat requirements are just annoying. I think a mage should have greater penalties for wearing armor than a beefy warrior, but I don't think flat out restrictions enhance gameplay in any way.
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Armour and weapon designs - a plea.
I think Game of Thrones does a good job of keeping the armor fairly realistic while looking really good. As long as they don't do anything severely unrealistic (swords that weigh 300 pounds, chainmail bikinis, etc.), I'll likely be happy.
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Killing companions
If I hate a companion, I want some way to kill them when I feel like it. One of the worst feelings I've ever had in a video game is not being able to murder-knife Anders until the end of DA2.
- Voiced NPCs
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Where is everyone from
The Bioware Social Network.
- Mega-dungeons. I want one. With tunnels.
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Random stats or Bought Stats?
I like the point buy system, but I think there could be a tiny bit of randomness over something.
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Project Eternity: Wiki
Good. Hopefully it's kept up to date.
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How about a mysterious old pub?
Meh, a castle or fort would be preferable.
- How should magic work?
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Just how big a game are we talking about here?
I'm an extremely slow player (I waste huge amounts of time fiddling with my inventory, amongst other things), so 50 hours for someone like me would be probably 25 for a normal gamer. The game will satisfy me (in terms of length) if at the end I'm not like "Seriously, that was it? I barely just started!".
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Dragons.
Chunkyman replied to Frank the bunny's topic in Pillars of Eternity: General Discussion (NO SPOILERS)I remember you from the Bethesda forums! On the issue of dragons, I want them to be very rare. There should probably be a finite amount, I don't want dragons randomly spawning. Dragons should also be incredibly tough, so that when you kill one you feel like a god.