Jump to content

Bloodshard

Members
  • Posts

    39
  • Joined

  • Last visited

Everything posted by Bloodshard

  1. I like the realistic armor they are running and with the higher poly models coming in PoEII they are going to look even better. though i would like to see more colorful tunics, mainly so i can very quickly recognize who is who.
  2. Since we are going to have a dynamic weather system in PoEII i was wondering if there was going to be any variance in the severity of the storms and an increased response to the storm by the NPC's. First would be a hot summers day, where the NPC's may be drinking water or wiping there brow. or maybe even change to keep cool Second would be the light shower that people may not relay react to, besides farmers might be greatfull for the rain for their crops. Third would be regular rain, some people move inside and those that are working outside pull up their hoods, or maybe put on a cloak as they said in the FIG video Forth would be a heavy rain but not dangerous where most people move inside maybe 75% probably to the nearest tavern or inn to weight out the storm with friends and drink. Fith would be a bad storm with lightning and hale, where everyone moves indoors and make a bee line home and could possibly used for plot devices in certain quests. The last would be the huge area changing weather patterns like a tornado spawning super cell, or a hurricane, these I can't think of being random events because they would last in some cases days and change the landscape, which would be cool to see a port town in a massive hurricane, or the swaths of destruction that a tornado causes. But I don't think these super storms would be useful for anything but maybe a third act twist of fate.
  3. Chanter can summon phantom, undead skeletons and will-o-wisp and make corpses explode in POE1. Some of the chant are related to death as well, one chant improve ranged skill too. Few people realize the creepiness level of the Chanter chants and invocations I think. In POE2, the Ghost Heart sub-class (Ranger) pet is going to be long dead and you'll be able to summon it in combat as a spirit. Too bad there isn't a Necromancer class those are always fun.
  4. I never multi-classed in the D&D games, but I always loved playing a Necro-Archer in Skyrim, I wonder if I can run something like that in PoE2?
  5. Dubious. I imagine some arrow heads could achieve this aim but if your aim is to disable a ship without destroying it you'll find it a lot easier to simply use broadheads against the crew. This one is wrong. You can calculate the kinetic energy that an arrow has upon leaving* a heavy warbow or a quarrel has when leaving a very heavy draw weight crossbow and it's simply not enough to do any significant damage through blunt force trauma. The blunt arrows you occasionally seen in books are probably for hunting very small game where using a sharp point would cause too much damage to the meat, or perhaps for training (though this one I doubt). I can pretty much guarantee that no archer has ever evaluated their target and though "I'll be best served with a blunt headed arrow for this one". *Also arrows and quarrels slow down very quickly, so the kinetic energy is going to be even less when hitting the target. the cutting rigging on ships comes from some of the arrows that where found on the Marry Rose a British Navy ship from the late Renaissance, we are not completely sure of how effective they would be but they where, but i can say that a squad of well trained archers could do some damage to the rigging of a ship if all there fire was concentrated on one block of rigging while the ships are still not quite in range to attack the crew Secondly I personally hunt with longbows ranging from 50# - 75# draw weight, I have used Blunts points on coyotes, and even with no point the last coyotes i shot the arrow passed through the skull and crushed the first 3 vertebrae and this was at a range of about 30m with a 50# longbow which is little more than half that of what a medieval war bow would be at 80#-120#, and honestly i would love to dispatch those wolves quicker. lastly bolts will decelerate quickly because they have far less weight behind them but an arrow has more momentum and will maintain its speed for a much longer distance. the average war bow is calculated to have had an effective killing range of about 300m though this was using the war bow as an aria of effect weapon instead of a direct line of sight weapon, with my experience I will say that the max line of sight range of any bow is about 100m which is just a little past the max range used in field archery competitions.
  6. So you they said that some of the NPC's will go to the inn and have a drink after work, is this going to be random where they may or may not go to the inn? Also are they going to have drinking buddies? like the blacksmith is friends with the guy in the stall down the road. If it is going to be random, can there be a rare chance that they get raging drunk and get into bralls and maybe pass out in the corner or in the ditch of the road? Or even just the random days where there dialog and animation changes because they are still drunk or hungover from the night before.
  7. limited ammo is kinda annoying in RPG's like this, but I have always wanted to see Ammo types like we had in Fallout 1&2, where we had AP (Armor Piercing) and JHP (Jacketed Hollow Points) if you look into military History there has always been specialty ammo. slings had round rocks which where great for cheap lower damage ammo, and led bullets that where more expensive but where so devastating that the Romans had special medical tools to remove them form legionnaires. Bows and Crossbows had many specialty pints for ether mass soft tissue damage, armor piercing, cutting rigging from ships, even blunt force trauma.
  8. DLC, Expansion packs, or Modules I don't care what you call it I just want good fleshed out stuff like the Neverwinter Nights Modules. But for smaller stuff like the Lord of Destruction explanation for Diablo 2 should be done in the DLC format to keep publishing cost down.
  9. the coolest hangout in a game ever was the Highwind from FFVII. a Ship would be nice so you aren't tied to one location, but i would settle for a gypsy wagon so i could take all my stuff to the next town.
  10. Only if they fit the technological setting of the RPG.
  11. Only if the NPC you are fighting is like 50+ levels below you. In reality it dose happen. But better weapons have better perks so its still good to look for rare weapons. I dwarven sword is made out of better material so it will cut through more armor and weapons than a rusty iron sword
  12. Something like that would be good especially if there are equal and opposite skills. like if you train in daggers than guys with bows and spears are super hard to get close to. but if you learned to use a shield you could counter arrows by using roman shield walls.
  13. All and all i don't care if they add in gays and lesbians or not, its not going to change the story or how the game is played. i'm sure most people who will play the game don't care. I see this exact same post in every developing game forum i have ever been on, and it always makes me wonder if it gets so big because of people who really want equality or some horny gamer who just wants to see lesbian sex... don't get me wrong i'm all for equality but i don't want to see a good game turned into any type of plotless orgy because of pressure from fans. And besides Gays and lesbians have been in RPG's for a long time, i cant think of many that don't have them, so if you have issues with homosexuals you obviously haven't looked for them in the games you have.
  14. Being that this is going to be a new IP and not compeatly bound to the ways of other RPGs. we have a chance to play with ways of Scaling Weapons found in the game. there are many ways to handle Weapon scaling in video games. like in TES IV Oblivion nobody had a glass sword until you got into late game to prevent you from getting them and killing everyone in the early game. D&D based games have minimum levels of strength and dexterity required to use certain weapons. But all of these tend to bug me as a "IRL" B Class competition Saber Fencer, because its not really the sword that is the determining factor, its your skill with one. An improper stance or swing will shatter a sword faster than attacking a wiled gazebo. One of the few redeeming factors of Final Fantasy X was they tried a Weapon scaling system closer to reality. they had it set up that you could go through the entire game with your first sword because all swords had perks instead of damage. Skyrim had a passive learning system that was quite good but it still leaned more to the swords ability than yours. Lets relate this to everybody "favorite" sword the Katana. Some would say that the katana is the best sword in the world because of its unparalleled sharpness, and that given a katana they would have the edge over anyone with any other type of weapon. But in actuality the Sword Master Miyamoto Musashi won some pretty spectacular duels with a Boken (a wooden practice katana) against other sword masters with Katanas. So its not the sword but your ability with that type of weapon, that decides the amount of damage done. So I would say that the best way to handle weapon scaling is to have it limited by your skill in that style. have a base combat skill that is then tempered by a proficiency skill that can be gained by ether using that type of weapon, or being trained. but then only have damage perks on a weapon like (Katana, +2 slashing, +1 Cleaving, -1 Stabbing) and the higher your skill the longer any Durability lasts. you can even have a range of skills that overlap each other, so that skill in similar weapons could add to each other. This System could also be used for any enchantments on the sword being that they draw power from your Soul. So the higher your Magic ability the more powerful your enchantments will be. The Flip side of this is if you trained your character for a specific weapons type and use something that you are not trained in you have a higher probability of your weapon braking in combat.
×
×
  • Create New...