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rjshae

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Everything posted by rjshae

  1. It all looks pretty terrific. Thanks for the update. I do have one request to make: would it be possible to desynchronize the running motions so it doesn't look like everybody is performing the exact same animation simultaneously? It looks a little too machine-like.
  2. At first I thought no, but I probably would be interested in more wilderness if it meant an expansion in creature diversity, more environmental effects, and a dynamically explorable map.
  3. You're comparing two images with characters as the focus to an image meant to represent the background, then calling the latter 'not' art. I don't think that's fair. Strip out the characters and their effects/accoutrements from the first two images, then compare them. Personally I've always lived in a pleasingly green landscape, so the P:E image does carry some emotions for me.
  4. A number of the elements of P:E combat may still feel D&D-ish. For example, there are spell levels; the class archetypes are mostly similar to D&D; there are a multitude of weapon types; armor is not piecemeal; you must use a safe rest spot to recover your health, change Wizard spells, and restore certain key abilities; there are a set of feat-like enhancements that improve your combat capabilities as you advance in level; there are distinct character races with their own unique abilities, &c. Health acts somewhat like hit points. The main combat impact of Stamina is to make individual battles more risky: unlike in D&D, you can't entirely rely on a large pool of HP to survive the non-Boss battles.
  5. Health already acts as a type of long-term stamina, so I'm not sure that adding a third component (Short-term Stamina/Long-term Stamina/Health) would be beneficial. But it would be good if Expert mode included some Health effects on the elements you listed. E.g. Low Health should make you somewhat less resistant to poison or disease.
  6. Story content, sure. But I hate random encounters with a passion. They are arbitrary obstacles placed in between you and what you really want to do. They're generic, tedious and superfluous. Want to rest? oops, no, **** you, you HAVE to do this first. They're a grind. They aren't arbitrary; they represent the risk of traveling through wilderness areas. That's the way it works in the wilderness--as you travel through the wilds you randomly come across potential dangers, be it bears, cougars, snakes, angry badgers, or what have you. But sometimes the biggest dangers are other people. What's lacking is a means to mitigate that risk. You should be able to choose to navigate your way along the more travelled roads, or take the risk of moving directly cross country along a shorter path. Avoiding the random hazards of the wilds is one of the benefits of having a Ranger. A Ranger should also be more likely to find interesting sites to explore.
  7. Here's an approach that is part-way between the point-to-point approach of the IE games and the roaming freedom of the NWN2 SoZ: The world map would be divided into two types of overlaid objects: destinations and milestones. As you move the mouse about the map, the system generates an optimum path between milestones to reach your present mouse location. If you want to lock a path through a specific milestone, move your mouse over that milestone and right click. The rest of the path will then continue to follow your mouse about, pivoting through the locked milestone. You can lock a path through multiple milestones. Esc to undo the last milestone lock. Left click to target your destination. This would provide an easy way to get from point A to point B, plus a little flexibility if you want to avoid (or pass through) a specific location.
  8. Perhaps an automobile analogy would be appropriate? Strength: engine horsepower and transmission Unnamed Accuracy Attribute: responsiveness and handling Constitution: mass, impact resiliency, bumpers, and air bags Intellect: driver navigation and control
  9. The only time you'd not want regeneration after a battle is when there is going to be another battle immediately afterward. In that case, the developers can just stage the two. Otherwise, I'd prefer the recovery to be abstracted and take just long enough for the player to notice the process taking place.
  10. I feel similarly. FPS games have become the medium for ever finer graphical detail; I'm hoping Isometric games will turn into the medium for fine story telling and squad level tactical combat. Once the engine is developed, they don't really need to keep re-inventing it. Just apply incremental improvements (like in the old Gold Box series) while focusing in on the story and the associated art work.
  11. Laying Waste: A Guide to Critical Combat -- (Pathfinder) "modular rules set that replaces the existing critical hit system, and is suitable for any d20-based game" -- succeeding at $10,800. Protocol Game Series: 15 Thematic Story/Roleplaying Games -- a series of games that "uses a simple method of shared storytelling with charts, motivations, character interaction, and plot" -- succeeding at $3,670. Example: "Joan of Arc is a story roleplaying game about scientists and rescue personnel working to save a damaged space station before disruptive energy rips it apart. Starting from the planet’s surface, the team has limited time to get to the station, climb inside, and repair the damaged station. The clock is ticking as problem after problem besets the team members who have limited resources to battle the ravaged reactor core." Crios Role-Playing Game -- "Crios is a fantasy campaign setting that mashes the fantasy genre with that of Earth's First World War." It is based on the Renaissance Deluxe setting. Currently at $910/3,000 with 21 days to go.
  12. Most of the stereotypes being referred to are entirely the result of modern media, so it's not a "tradition": the folklore just describes them as ugly and humanoid. Obviously nobody knows what a troll really looks like, so they can make it whatever they want.
  13. Tainted swamp garden of undead plants... including the dreaded zombie potted plant.
  14. I wanted to get back that squad-level tactical combat feel of Ultima IV, the Gold Box Games, and ToEE.
  15. Thank you. I don't want to play the bloom game anymore. But do you fear it might look odd with the panning camera if not coming from map boundaries? Panning camera? I thought it was a fixed perspective? The light rays should follow the same projection as the shadows. So... maybe 10-15 degrees off the vertical and fading with altitude? Shrug.
  16. Light rays can likely be simulated by graphical overlays with an alpha layer, depending on the time of day of course.
  17. Not really funny, but kind of cool... I wonder what company?
  18. Yes, to my eyes it looks more like a natural deciduous forest--some forest greens, some with a slightly blue or yellow tint. Hopefully they won't forget to add a few mounds formed from fallen, rotting trees. Also, a little brownish leaf dirt under the trees, here and there, would be realistic. Love the look though, even if the trees are a little small (for visibility reasons, I'm sure).
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