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rjshae

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Everything posted by rjshae

  1. They should kill off the main character just so you don't have to import him (or her) into the sequel?
  2. Isn't a levelling mechanic just a simulation of a character gaining in knowledge over time? What's the big fuss? Another futile argument on the nature of role-playing games.
  3. Making an item super-hard to find doesn't really help the game any. It becomes something you only find out about because you read the walkthrough. A clue or two about the location would make it more interesting. I.e. "rumor 'as it that Baron 'olds a gem of power, though none of 'is servants 'ave ever seen it. But I'll bet you a crown piece 'e 'as it stashed away somewhere in that manor of 'is..."
  4. That idea has been debated to death and the loudest voices seem opposed; not that I don't fully support the idea. The primary reasons given for opposition to rideable mounts are: (1) bad implementation of mount controls in other games, (2) it wouldn't work well for exploration of areas used in the IE series of games, and (3) implementation would require additional animation and graphics. But it has been positively mentioned for use as a non-rideable creature to be found at the party camp site.
  5. In that case I would argue that bookcases should be even more rare. A valued book might appear on its own stand, or inside a protective chest. Scroll cases might be a little more common, particularly in a wizard's enclave; plus they would yield more of an antiquarian look.
  6. Another common pitfall: repetitive banter. Characters with a limited set of blurt strings that they say over... and over... and over again.
  7. What does "too much loot" mean anyway? It seems purely a matter of perception. I suppose there's a group of players who prefer "low magic" gaming, which would make magic "rare" in the general population. But rare for your average Joe doesn't necessarily mean rare for an adventurer. Your character is entering fantasy venues where magical power has necessarily been concentrated, so the likelihood of encountering magical loot is greatly increased. The only way to fix the supposed "problem" is to eliminate magic entirely, which isn't an appealing idea in a fantasy genre.
  8. My understanding is that the class-based approach is favored in this game because it encourages synergistic tactics. That is, the different strengths and weaknesses of the party members need to be coordinated for best effect. If every party member can be anything, then there is less to differentiate them. Class-less works great for a single character game, but for a party-based game, specialties allow for more interesting tactics that can make the whole greater than the sum of the parts.
  9. It would fail to fulfill its claim to be the spiritual successor to the IE games, so it would flop. I think it would be better to play a game designed around the concept of "not killing", rather than trying to funnel a combat-centric game into a pacifist adventure.
  10. It's very easy for people to say "take your time" and get it right, but taking your time also takes more money. Hopefully the budget won't become a serious issue late in the development, otherwise they may need to find investors and split the rewards.
  11. Well it's one balancing mechanism or another; choose your poison. The summoner is presumably staying out of combat, so the stamina is going to other purposes. In the example I gave, the summoner gets a 2 for 1 deal with the Stamina, effectively reducing their rate of loss. The summoner is also not taking Health damage--that is being absorbed by the summoned creature.
  12. The same as with professions in real life: by providing a variety of different situations in each of which the strengths and skills of just a subset of the classes is favored.
  13. Summoned creatures could be turned into Stamina drains for their owners by giving them a lower Stamina cap and allowing the caster to transfer her own Stamina when the creature gets low (at, say a 1-for-2 rate). This could be done by setting up a Stamina link at the instant of summoning, which automatically draws down the caster's Stamina as needed. If the caster doesn't sustain the summoned creature, then it gets eliminated relatively quickly. Requiring Stamina maintenance would remove the need to limit the number of summons and make it a resource management issue.
  14. A suggestion would be to expand on the current system by adding in spell components that function like weapon ammo. Having them available temporarily expands the number of uses per combat, at the price of using up the components. The components could then be added to the random loot tables.
  15. Haven't we discussed this before? Not that it matters, I suppose. Let's say 40-80 hours of play time and twelve levels; that's one level up per ~3-6 hours of play. Seems fine.
  16. Wasteland 2 is coming soonish. It is still in beta and probably has a ways to go, but I think its the most recent thing coming out next. Maybe a few more months? Yup, plus Shadowrun: Dragonfall, Divinity: Original Sin, The Witcher 3: WIld Hunt, Blackguards, and many more. This may turn out to be the new golden age.
  17. Early on I was hoping they would add a small panel showing an overhead view (even if it was just iconized). Nothing appears to have come of it though.
  18. It's been mentioned that they are aiming to reach level 12. The fact that they are about half way there is news to me; that may mean it's another year away. Fortunately there are plenty of other good CRPGs coming out this year to fill the void. It is encouraging to read that he speaks positively of future games if this does well. I'm also glad that there will be a large variety of monsters.
  19. Settlements that feel devoid of life. I don't enjoy the experience of walking into a city that is inhabited by a handful of cardboard cutout characters and has only a few working doors. I'd rather find a ruined, empty city inhabited only by beasts.
  20. I don't think that claim is broadly accepted at all. Certainly not in this community. I'm very forgiving towards claims of spiritual succession, and even I don't buy that one. I suspect also that all but the most committed skeptics would agree that the PoE apple is not going to fall nearly as far from the tree as the DA:O one did. If anything, DA:O was the spiritual successor to NWN2.
  21. There could be some class differentiation made by the types of stores you can access. For example, a Rogue gets access to a black market shoppe by demonstrating his skills; priests and paladins allows access beneficial potions at a temple; wizards are permitted to trade with the magic guild; rangers can trade with the elven clan, etc.
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