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Hobo Elf

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Posts posted by Hobo Elf

  1. It's nothing more than a tedious mechanic that only serves to annoy the player. The only time I was fine with item decay was in Baldur's Gate since it made sense from a story POV as well as it served as a tool to magnify the importance and greatness of even the lowliest Long Sword +1, although it wasn't added in as a deliberate money sink since weapons were very cheap to replace anyway. It was mostly just to create a few "oh ****" moments when your warriors weapon broke during a difficult encounter, or an "OH ****" moment when you do find a LS +1. Arkania did it in a similar fashion, if I'm not mistaken.

     

    In Baldur's Gate its job was to make the player feel much better about finding a magical weapon, here it just serves to waste your time and money and saves Obsidian the time and trouble of balancing out money rewards.

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  2. For once I'd like to see an RPG where everyone talks like they are from the Bronx. Just imagine Kung Faux but with Wizards and Warriors. Bards would finally have a real role in a party with the many rap offs that would take place against ancient Liches and Dragons who are verbally well versed.

     

    Check this out for reference on how it would look / sound like.

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  3. When I'm done with the game I'd like to have the option to go around killing all the tough NPCs and difficult monsters just to see how much my characters have grown over the course of the game. Having NPCs be unwinnable because they have some Bethesda-esque IDDQD mode is lame to me. Having a brawl with the Gods is all good fun to me. In Morrowind I made an unarmed character and punched Vivec to death, and it was really fun and memorable to me. You wouldn't be allowed to do that in modern games anymore. Why?

  4. Yes, you've made yourself clear.

    Just don't create custom companions.

     

    I made the proposition of giving to custom companion 'predefined', 'limited' background with maybe-not-so-deep-quest, but at least banters.

    The proposition wasn't well received, but well...

     

    Really? That was one of my favorite aspects of Wizardry 8. I never felt like my party was lacking in personality.

  5. The thing about many of these topics is that they are often used to portray how primitive the society is compared to ours, as well as social commentary on how primitive our society can still be even today. Since the game world has guns I feel it's safe to assume that it will have other technological advancements. So if technology can advance, why can't society? What I mean is that it would be nice to, for once, be in a world where global changes to society are happening as well. For example: living in the aftermath of slavery being abolished, or where the upper class aristocrats aren't the elite citizens anymore, and people of lower class are starting to have more rights. I think it would be fun to explore a world that's making a transition into a new era. You get to see the old world as well as a glimpse at the future and what changes it will bring.

    Arcanum was kind of like this, except what I have in mind is Arcanum just before the human industrial boom happened. Or perhaps midway.

  6. Psionics have great potential as long as they are handled well on a mechanical level. Hopefully they will feel more like their own thing rather than Wizards with blue and purple spell effects, add in the odd illusion spell. A social aspect to it would be really cool too. Divinity 2 kind of scratched the surface with mind reading, but it was a lot more playful and comical. Would be nice if Obsidian added in something like that too, but I won't be holding my breath. In any case, Cipher or Druid will be my day 1 character, guaranteed.

  7. I'd rather not have classes be defined by something as subjective as Good and Evil. Why is a Warrior, by default, good? What makes Assassins evil? Accepting money to kill someone? Doesn't every adventuring party do that anyway? It's a narrow path into banal cliches where Necromancers will be pale and underfed men who are obsessed with surrounding themselves with as many Skeletons as possible and Paladins will strive for justice and goodness; not because the character has his own moral ideology that lead him to this path, but because it's expected of him because that's just the way Paladins are.

  8. For me a villain can have any kind of personality, really. But the most important thing about a villain is that I don't just meet him once at the climax of my journey, kill him and then let the credits roll. I want him to be there with me on my journey. He needs to be one step ahead of the Hero, and he needs to make it loud and clear to him. A good villain is someone you care about, and the only way to make you care is to have him be as prevalent to the story as your Hero. Now I don't mean care as in be sympathetic for him, although that's ok too, but I mean care like you actually care about ending him. If there is a villain on the loose, then you have to care about his destruction. It needs to be personal, it needs to feel personal. There's nothing more impotent than a major villain appearing out of nowhere with some pseudo-intellectual dialogue trying to make you care even though you just learned his name and existence 5 minutes ago.

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  9. No argument there, but I still think Obsidian has the potential here to create something that will at least scratch the surface. It's not completely impossible. Social and out of combat skills being important and useful similar to a PnP game in a cRPG; it was done in 1992 by a bunch of German people. Obsidian can do it if they want to. Not only are they capable people but they won't be castrated or restrained by licenses and such other nonsense.

  10. Actually, thieves had more important roles than just disarming traps and picking locks. Mechanically speaking a Magic-User could open locks and such, yes, but thieves had something a Wizard lacked and that was "street smarts". Every bit important as it sounds. They always knew where to get the best deals, who was untrustworthy and what was the safest place in town. Basically they acted as the party guide whenever they got into the bigger cities. I'd LOVE to see something like this implemented in PE. Social skills are every bit as awesome as combat skills, sometimes even more so.

     

    It wasn't implemented in IE games, I think. But I agree, thieves can have more class-specific abilities than disarming traps or backstabbing, and it will balance Open spell.

     

    No, it wasn't. The IE games did a poor job at representing all the classes. Many of them were pretty backward compared to the PnP counterparts. For example: many times I see people make the mistake and think that all Wizards are Evokers with nothing but Fireballs in their spell tomes. In truth, in PnP, Evoker was one of the weaker type of Wizard.

  11. If a mage have Open spell, I'll kill him/her with my lockpicks. It means that playing a thief class will be obsolete - why will you need a thief at all if you can open locks, detect traps or even steal with a mage? On a second thought, it depends on what kind of magic system they will use. If it is memorization, for example, it can't be that bad because you will need to memorize a lot of Open or Detect spells. I'm not against non-combat magic, but it should be more balanced.

     

    Actually, thieves had more important roles than just disarming traps and picking locks. Mechanically speaking a Magic-User could open locks and such, yes, but thieves had something a Wizard lacked and that was "street smarts". Every bit important as it sounds. They always knew where to get the best deals, who was untrustworthy and what was the safest place in town. Basically they acted as the party guide whenever they got into the bigger cities. I'd LOVE to see something like this implemented in PE. Social skills are every bit as awesome as combat skills, sometimes even more so.

  12. As I mentioned in an earlier thread, there is no game that has ever come close to the utility of magic, and the awesomeness of mage battles in BG2. I actually struggle to come up with even one other game where magic amounted to anything more than crowd control and nukes. The vancian magic system was a big part of what made magic an important strategic part of the IE games, so at least consider using mechanics that resemble memorization.

     

    edit: and for the love of god, stay away from cooldowns that make the game play like an offline MMO (I'm looking at you DA:O).

     

    Well, there's always the Realms of Arkania series if you want a game where Magic-Users are well portrayed as the kings of utility. Fireballs can greatly damage enemies, but usually it would be smarter to just simply blind all the enemies and rust their weapons. That will be much less mana costly and actually produce better results as your fighters can dispatch the enemy with great ease thanks to your battlefield control. Not to mention that their staffs, when charged, can illuminate light and produce magical rope out of nothing, which ends up being 100x more useful than any amount of destructive spells you could have.

    Now excuse me while I go spend 10 hours rolling my new RoA party.

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  13. I don't need a little pop up to give me 15 brownie points every now and then when I do something in-game. I don't need achievement points to tell me when I've achieved something. If I slay a dangerous dragon and find a powerful magical sword from his hoard then surely that should be enough of a trophy for me, for isn't that sword the fruit of my arduous task anyway?

  14. Undead are fine, but they should be rare and lethally dangerous. Not some other kind of common cannon fodder to throw at the player when the DM runs out of rats. Once again I must bring up Demon's Souls and Dark Souls as games that did undead rather well. In Demon's Souls skeletons were very dangerous enemies. They charge at you and maul you relentlessly. New players would always learn to be afraid of them because of the challenge they impose. Most enemies up until that point were rather sluggish zombie-like beings while skeletons were fast, agile and could knock your shield arm away with a single blow, leaving you completely open to punishment.

    Dark Souls did ghosts very well. They could fly and pass through walls. Their wails and screams were chilling and sent shivers down your spine. An encounter with the undead is supposed to be something horrifyingly unnatural and spooky. Creating an actual feel of horror can be a challenge, but making the enemies tough encounters certainly helps.

     

    Undead are a frightful sight and should so remain. I understand that most of us are seasoned RPG players and when we see a skeleton or a zombie animated by necromancy we say something like "Let's bash some skulls" or something like that. But really... If we ourselves saw a walking corpse in reality, I believe our first reaction would be to run the heck away and hide somewhere far-far away, because a walking dead corpse that is approaching you (be it zombie or skeleton or any other type) is actually terrifying and dreadful. So my take on this - make 'em rare, make 'em scary. Let them be something of a nemesis for those brave or stupid enough to venture into cursed crypts and ancient graveyards. Make them tough and challenging enemies no matter how strong our character/party is. Most games feature undead as cannon fodder, well, I'd like to see a difference for a change and meet something that will scare the hell out of me and make me reluctant to even send my PC + companions into crypts unless I really feel bold beyond any common sense.

     

    Pretty much my sentiment exactly.

    • Like 1
  15. Yeah, this could be annoying sometimes, mainly if you were a compulsive seller who didn't bother to keep various weapons in his Bag of Holding for such situations.

     

    Perhaps the game could encourage the player in some way to not be stingy like that.

     

    Like introducing a number of different enemies with different kinds of resistances, strengths and weaknesses at the beginning of the game? Instead of making us kill hordes of rats for hours and then, out of nowhere, throw ghosts at us and have the game go "what do you mean you didn't know you need divine weapons to hurt ghosts?". Condition and encourage the player as early as possible. Dark Souls and Demon's Souls are good examples of games that did this, but that was only if you were paying attention. Otherwise you were going to hit a wall sooner or later where you previously awesome weapon didn't work so well anymore.

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  16. I'd like to see humans being portrayed in their days as a still infant race as compared to all the other fay races who have been about longer than them. You know, before they have large cities and kings. Before the elves had given the gift of magic and dwarves taught them the art of advanced and complex smithing and machinery. I'm talking about the early days when men were still divided by clans instead of countries and had a closer relationship with nature.

  17. Voted for no. Romance is for dating sims and AAA cinematic experiences. RPGs are supposed to be grand adventures into the fantastic, weird and dangerous, not a high school picnic in which you finally summon up the courage to ask Felicia Day to go to the prom with you. I'm trying to explore new lands and interesting philosophies while struggling with country-wide politics and my own personal conflicts. Not collect enough Acorns to donate to the Elf chick until her standing with me is high enough so that she'll put out.

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