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general_azure

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Everything posted by general_azure

  1. The correct version of that theorem is "Everything is better with either cheese or chocolate" imho... wouldn't want cheese on my cookies. To the matter at hand, I think the argument goes like this: 1) People ask for all classes to have interesting and awesome powers, not only traditional mages 2) Those powers tend to be way beyond what a human can normaly do 3) Now you either end up with some sort of superhero cartoon or try to justifiy by giving everyone access to some neat power source. In this game, they chose to call it souls instead of magic, the force, the warp or whatever
  2. I'd prefer just having I'm smart, so I can say this, the attribute tag in front makes it rather too obvious that this is a superior dialogue choice imho.
  3. Maybe if you want to play without using pause in combat, instead clicking really fast =P In case you picked up the last humble bundle, you can try it with rochard... it uses unity as well.
  4. Yeah, some line of sight mechanic would be neat. The old games had one as well, but I think only very large objects (cliffsides, houses) blocked sight. Those silly bandits might have been more successful had they been able to hide behind trees. ... and maybe my guys can get glasses this time, because they were awfully short-sighted in BG =P
  5. This. IE could already do this, but it was only used to control the camera in cutscenes (like the dream sequences in BG2). Not that I would use it, but it's no trouble to implement a switch for it. I'm quite sure most of the meatbags in here have played kotor =P
  6. You might want to google how an old MMO called shadowbane handled classes... since it used exactly the system you describe. The answer there was: Crusader (the paladin equivalent) was a promotion open for both fighter and healer base classes, but since they retained the abilities of those base classes in addition to the ones granted by the crusader class, the healer type was slightly better at casting while the fighter version was more durable. Same thing for rangers and some other classes.
  7. True, but it's nonetheless the last time I heard of him working on a PC game. That first point of yours might help though. Guess I'll check back with them after playing some anachronox, maybe they'll have posted more information then as well.
  8. Picked it up on gog some days ago, but didn't get to it yet as I wanted to complete my current BG playthrough first. Might have to check it out sooner now though. But seriously, I'd trust that kickstarter a lot more if John Romero was not involved. I still remember daikatana, despite its rather sneaky absence from their list of published games....
  9. The awesomeness of this will probably depend on the exact tech level, which limits the kind of gimmicks you could reasonably give him. I do like the general idea though, always played arcanum as a tinkering techologist.
  10. Yeah, skyrim was quite hard on those shiney knight types. As a fighter, you were basically forced to become a common mercenary (and werewolf to boot), since the imperial legion didn't recruit like they did in morrowind. And neither did the temple. But I think that's more an oversight in faction diversity and quest design, not something that can only be solved by adding a specific class. @dlux: I know, but he specifically asked for a character to play as a good and heroic type and fallen paladins don't really help with that =P
  11. You sound as if only paladins are allowed to be good guys... which is a very paladin-ish point of view, I guess. It's not as if the evil guys got some exclusive class either. There ain't no blackguards, deathknights or necromancers or whatever in this game so far.
  12. Somehow I don't think we'll reach the powerlevel where killing gods becomes feasible. But if we run into one, I'll be damn sure to try...
  13. So, if the trend holds we'll probably end up with about 11 levels on that dungeon
  14. I'd be willing to trade some historical accuracy for plain old awesome in this case =P
  15. Easy, you just pick the conventions of your homeland and smack anyone who dares disagree. Someone has to start all those religious wars after all.
  16. Depends on the type of enemy, obviously. When being attacked by something like kobolds I want to be swarmed, but on the other hand I'd never want to see multiple dragons or higher demons at the same time. Unless I activate that "spawn enemies from all difficulty levels at the same time" expert mode, in which case I pretty much asked for it.
  17. I've always thought of paladins as just being fighter/clerics with swords in hand and sticks up their... well, you get the idea. If you want to roleplay the shiney knight type with some divine smiting mixed in, I'm sure there'll be a type priest for that. The idea of making it a title you can earn from a faction by good deeds (and self-righteous zeal and all that) sounds pretty good imho.
  18. I do support one-handed spears as well... the short and fast 2m stabbing version though, not a 5m sarissa for use in a phalanx. Preferably without having to fall back to monkey grip, leave that one for silly things like dual wielding scythes =P
  19. " Though it may not look like it to see them in battle next to wizards and priests, fighters are just as able to tap into the power of their souls to devastating effect: accelerating their attacks to a superhuman speed, striking foes with such power that nearby opponents are knocked off their feet, and maintaining a phenomenal endurance that allows them to rapidly bounce back from even terrible wounds." This is from the fighter class description in update 15. Now if a fighter has healing ability like that, I'm pretty damn sure a priest devoted to some health or fertility deity can do even better. If I get some crippling wound/disease in the middle of a dungeon and the game requires me to run around for 10min before I can continue (instead of curing it right there by my own means), I'll just reload my last save and try again. Same for wounds that can't be healed at all, obviously.
  20. In a world where pretty much anyone can tap into supernatural powers, fixing a broken arm should not be that much of problem. Suppose that's what my priest will end up doing, so those injuries won't last long after combat has ended. But I guess it'd still make sense as some rather crippling debuff during that encounter, provided it does not happen too often. Maybe on a critical hit or something like that. Drakensang (as well as the DSA P&P its based on) uses a wound system like that, in case someone here has played it. For curses, the stuff Jumble was dishing out in PST was pretty good imho. Of course, those were not meant for combat.
  21. Of course there is... I'm all for wielding awesome arcane power without having to run around around in some silly colourful dress =P
  22. Anything that can be used indoors, is not ceremonial and fits the tech level of the setting is fine for me. No pikes, no lances, no oversized executioners tools, no ballistae, no grenade launcher. At least not for the player to use. And I don't give a damn whether that single edged, slightly curved sword is called katana or something else =P
  23. Oblivion has it, Skyrim does not. And Skyrim is generally a lot more restricting when it comes to damage dealing spells (there are not that many).
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