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Chunkyman

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Everything posted by Chunkyman

  1. I'm expecting a good 50 hours, but (depending on the amount of funding) it could be longer.
  2. I loved how in DA:O I could play a sociopath. I was crying with laughter after I had sex with Cammen's girlfriend and told him I was just "Sampling the goods". I really hope Obsidian allows characters to be sociopaths.
  3. I'm a Mac user, so I know what it's like to have cool games not made for your platform. Because of that, I support Obsidian making a Linux version so that those players can play this game too.
  4. I voted for option 1. I like it to be like real life, not watered down to make it family friendly. I'm hoping for as much realism (in terms of showing horrific events) as the A Song of Ice and Fire series has. ^LMFAO at the "Hitch****" censor.
  5. Since we apparently start off witnessing something amazing, it's also important to find an area of the map where one would likely see something extraordinary. Godhammer Citadel sounds like a place where extraordinary things happen.
  6. I think both New Vegas and Dragon Age: Origins are good examples of games where choices you make can result in meaningful consequences that can change depending on your choices. That is one of the best parts of role playing, seeing how the actions of your character affect the world around him.
  7. I don't care either way. They don't negatively affect anything, but I don't see the point of them.
  8. As a Mac user, I am happy this stretch goal was met. Hopefully they hit the 2 million mark before the Kickstarter campaign is through!
  9. I hate level scaling. The only "good" level scaling is when it's so minor that you barely notice it (like in Morrowind and New Vegas). I want to be completely decimated by high level enemies if I wander into somewhere dangerous, I do not need my hand held.
  10. Please, please, don't make anime style weapons and armor. I want to vomit when I see a sword that looks like it weighs 300 pounds or armor covered in random spikey bits. Basically, look at Dragon Age 2, and do the opposite of that.
  11. There are no realistic armor designs for women, because never was made any of the kind, soldiers have been pretty much 99% male in all of earth. And this is a fantasy game, why bring realism into this? True, there aren't many real life armors designed for women. What I meant was practical, so that the armor actually shields them from damage.
  12. No. No. No. I hate hooker armor. This game doesn't need to be designed for horny 12 year olds, make the armor realistic.
  13. Meh, I say just use an item # system or a weight system. I find shuffling things around in a grid to be tedious and unnecessary.
  14. I haven't played a lot of the old school RPGs (Both KOTORs and Morrowind are about it), but I'm a big role player and so I love these kind of games. Since BiowarEA has been absolutely committed to churning out... bad things, the last hope for quality RPGs is Obsidian.
  15. I'm not happy about firearms being included, but it isn't a deal breaker.
  16. I agree that taunt/threaten is stupid, but I simply don't use it. It's not like it drains significant resources either, so I see no problem with implementing it.
  17. I really want player housing (preferably a castle), so I would choose that over translations (which I don't need). Player housing in general is important for me in an RPG, mostly because I'm a hoarder and like having a place to store my treasures without lugging everything around.
  18. why can't my mage intimidate him with a fireball? why can't my rogue intimidate him with a dagger to the throat? I was just giving examples. No reason why there can't be even more intimidation methods.
  19. Yes. Dialogue should be tied to stats, your reputation with factions, past actions, and whether the character you're talking to likes/dislikes you. I'll give some examples. Let's say the main character is talking to a bandit who is trying to rob him. If the main character has high strength, he can have a special dialogue option where he can intimidate the bandit into leaving him alone. Or maybe the main character has a high reputation with the "bandit" faction, allowing you to tell him that robbing you will get him into trouble with the bandit leader. Another possibility is if a past action, like saving the bandit's brother from orcs, allows you to remind the bandit that he owes you one and that he should leave you be. And of course there is the standard "buttering him up" so that he likes you and decides he doesn't want to rob you.
  20. Since I play at a rather slow pace, time limits would drive me nuts. A few of them here and there are fine, but I don't want the game to be like "HURRY! HURRY! HURRY! RUSH! RUSH! RUSH!". I also don't want the plot to constantly urge me to immediately go do things, even if their isn't an actual time limit. An example of this is in Skyrim. 90% of main quest/faction quests give you such a sense of urgency in completing it that you either have to break character or complete a chain of quests you might not feel like doing at the moment. When I'm given the choice of doing a big chain of quests when I don't feel like it or having to break character, I don't have fun. When there isn't a constant sense of urgency in plot lines, I can both maintain character and go at the pace I as a player feel comfortable with. Also, it's my first post here! Howdy!
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