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IrishLuigi

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Posts posted by IrishLuigi

  1. Perhaps we could roll cleric and monk together and get western cleric who fights bare handed because his magic/philosophy doesn't allow him to use weapons.

    Both 'cleric' and 'monk' are religious people, so it seems quite possible for them to be combined, although I think it'd sound better if they use either 'Monk' or 'Cleric' instead of an attempt at combining the names too.
  2. -Fake uniqueness. When I see two NPCs with the same name standing next to each other, neither of whom has anything to say other than flavor/background one liners it kills my suspension of disbelief. I'd much prefer "Guard" or "Townsperson", yes it can make the one named NPC who has something to say more obvious but is that so bad? Focus the player in on the dialog you have created, don't make me waste my limited gaming time searching for the right guy to talk to.

    I agree that town guards shouldn't be named, but only giving names to quest givers/important NPCs? It's like the quest compass, making it easier for people to do stuff and lessening the immersion.
  3. I think, locations should be filled with enemies of different levels, so they will be useful for players with different levels and not just "oh, this is newbie location, I will kill everyone here without a problem".
    But that would add to immersion. It is realistic that it would be relatively easy for high-powered bandits to rape and pillage relatively unprotected small villages, although it of course also means that the rewards in items and gold would make it not worth it.

    I`m trying to say that existance of completely newbie location is not very realistic.

    You're wrong. It's completely realistic that not every single village in the game would be guarded. It's completely realistic that stronger monsters would be likely to hang out in some types of location whilst weaker monsters would be likely to hang out in others.

     

    Why don't you just come out and say you support level scaling?

  4. No level scaling, please! Weaker monsters in places where it makes sense to have weaker monsters and stronger monsters where it makes sense to have stronger monsters!

     

    Running away from a battle you simply can't win is a good way to learn humility.

     

    I think, locations should be filled with enemies of different levels, so they will be useful for players with different levels and not just "oh, this is newbie location, I will kill everyone here without a problem".
    But that would add to immersion. It is realistic that it would be relatively easy for high-powered bandits to rape and pillage relatively unprotected small villages, although it of course also means that the rewards in items and gold would make it not worth it.
  5. except if they make some prologue (similar to Dragon Age) which then leads to this event regardless what we do.

    I definitely like that! That would be a good way to make the character, whatever race he/she/it is, more familiar with his/her/its own background in their own unique villages before being introduced to the main event (possibly by being sent to the 'big city' to get something their village wants and having the event happen just then).
  6. - 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.
    I like this idea.

     

    Do you believe that there should be an option to send it to a blacksmith to repair? (Which I approve of, if it's suitably expensive and the blacksmith doesn't immediately repair your sword, instead taking a few days to do it.)

  7. I would like a tree-fortress, with an inn and dungeon, and an customizeable airship anchored amongst the branches.

     

    I'm serious.

     

    And then you'd travel around with that airship, from town to town, region to region, or nation to nation. So that no matter where you went, you'd have that "hub" or "base" with you. And then you'd have a real, major "home base" in the fortress.

     

    Furthermore, I'd like to see the player "home" significantly tied to your choice of race, class, and choices made in the story, subquests or universe. Different choices should result in you being able to recruit different characters or vendors, or get different upgrades. For example, if you can fit a temple into the fortress (or whatever we end up with), that should have a profound and long-lasting effect on almost everything else. Your choice of race could make the difference between a wall of living hedges defending your keep, or a massive thick wall covered in spikes.

    Seems too OP in my opinion.
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