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general_azure

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Everything posted by general_azure

  1. Since the game is supposed to be playable without any companions at all, I don't see how killing them could be much of a game breaker. And the 2nd option in the poll requires either a lack of friendly fire (and mind control spells) or some "sit down and cry for a minute instead of dying" combat mechanic... both things I rather dislike.
  2. If you want to harshly punish players for foolish actions, either do it immediately or make the game still beatable with a modified ending imho. I don't mind being vaporized for taunting the robed stranger, but finding out hours later that you can no longer finish the game because the guy was important is just annoying and leads to more people using walkthroughs. So no for delayed game over (realms of arkania, wing commander), yes for poorer endings (fallout, mass effect) or instant obliteration (the necromancer in torment). Wonder where that places me in the poll =P
  3. Since noone else mentioned it yet: the random number generator used back then was a horrible, wretched creature. Barely deserves being called random actually. A few lines of code might have prevented a lot of frustration at that point.
  4. My ID mage always looked like a bloody power ranger and not at all like his portrait... guess the choice between 2 or 3 different stock models and more than 2 colourable areas would be enough to fix the problem for me. Not a high priority though, as long as I get a good story I can live with running around like a clown.
  5. The only way this could work at all is if gold were actually rare and valuable, with some lesser coins for spare change. Having to bring an oxcart/barbarian along to carry your purse while shopping spells does not exactly add to immersion or realism. Same for having to drop a bag of gold in the middle of the marketplace because you can't carry the stuff and have to get it later (the peasants won't have touched it). There's a reason successful coinage tended to be based on the rarest materials available.... Voted no, because the massive inconvinience/sillyness far outweighs the added immersion/realism.
  6. There should obviously be the option of having your gear repaired, with the cost/complexity depending on the value and nature of the item. Though sending might be a problem when you're deep inside some monster infected hellhole, so you might have to walk yourself. Which is also why I emphasized the "slowly" part, to avoid annoyance you shouldn't be forced to run there too frequently or have your gear break down faster than you can complete a dungeon. Of course, you could also add skills to allow you to repair gear yourself at the appropriate facilities, at a reduced cost.
  7. Casting times: Depends on the spell, obviously (so both, I guess). There should be both earth-shaking magics with long casting times that can change the course of the battle, as well as quick jabs that only keep the enemy off balance or yourself alive for a few seconds longer. Spell combos: Sounds nice, especially if used for something like increased utility or negating enemy spells instead of just making your fireballs bigger. Stuff like pushing back toxic clouds with gusts of wind, using cold to stun water elementals or as said above, the patch of grease that is burning instead of slowing. Availability: Don't care as long as it prevents you from casting all day long and turning magic into spam. So no cooldown only system or mana regenerating during combat for me.
  8. Some observations on the topic I gathered over the years (mainly focused on the old infinity engine games): - In most games, shopkeepers will be able to instantly come up with any amount of cash to purchase items from you. I recently sold a single magical flute in lowly Kuldahar for more than the likely value of the whole town. Limiting the amount vendors can spend in a certain timeframe will certainly not eliminate the problem, but at least slow it down. At least it took me longer to get rich in the elder scrolls games. - As stated above, there are almost never items on sale that are better, or can even compete with the stuff you take from fallen foes (especially the kind of foe with unique name and some dialogue before you eviscerate him). Kinda odd how their old and used junk is better than anything crafted in the realm. - Non-magic equipment is sold way below production cost. A suit of leather armor is cheaper than a drink in Easthaven. - As already mentioned, potions are useless after the early game. 9 hp restored out of 150? Strength set to less than what I'd have without? No deal. - After some point every half decent enemy will wield a valuable magical weapon, driving item inflation to new heights. You can probably blame the old "Protection from normal weapons" effect for that one. Might be a better idea to make foes tough via the skill with which they use their equipment, not the gear itself. - Slowly degrading equipment might make a decent money sink. The key element here being slowly, not those single use swords from the beginning of baldurs gate. - Since all of this makes you rich rather fast, thievery is generally quite pointless. Though this is probably another topic altogether.
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