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rjshae

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Everything posted by rjshae

  1. It's hard to tell without looking at the finished product. Perhaps we'll see reviews on rpg.net down the road.
  2. We already saw it in FNV. Never helped anything. You just hoarded a lot of repair kits but mostly used them on unique weapons\armor that you could not find spare parts to repair them. You're contradicting yourself. If you used the repair kits then clearly it did help, didn't it? Now consider the case where you only used repair kits rather than seeking individual replacement parts as you did in FNV. Wouldn't that be an easier mechanic? In a game like this where you are managing a party rather than an individual character, as a gamer you probably want that level of simplicity for maintenance tasks.
  3. Here's a notion I had for a simple repair mechanic: Repair kits The durability mechanic could be abstracted to some degree through the use of 'repair kits'. While not in combat the player can view a summary report showing the equipment damage. For example, it could read: 3 items lightly damaged (>50% dmg) and 1 item heavily damaged (>75% dmg). If the player has purchased repair kits, these can be immediately spent in the dialog to repair the items; one kit to repair light damage and two for heavy damage. Dragging a kit over an item icon repairs it. A 'repair all' button allows all to be repaired at once (if sufficient repair kits are available). Repair kits can be purchased at a crafting store and stockpiled for a mission. In a sense, this approach is similar to stocking up with anti-toxins and healing kits for dealing with poisons and diseases. Plan in advance and you are rewarded by keeping your equipment in top form and your party in good health.
  4. My thoughts in this: First issue: When unique items were in stores: * I don't want to buy unique items in stores I think the main problem with this is how much unique the item is and what kind of store. People like to think that unique items are rare,special things that can't be recreated and most people in the world haven't seen. When you can buy it from a store, it looses something af its allure. Possible solutions: Make a reason for the store to have them. Maybe a realy special store that it's difficult to gain entrance and deals only with special items? Bonus points if the seller is unique himself. (I don't think I ever heard anyone complain about the "Adventurer's Mart" or the Collector's Edition shop but I may be wrong). This I agree with. An upscale store with a restricted clientele would validate the process of buying an expensive magic item. Or perhaps a high end auction house with limited and varying items for sale.
  5. If you've played a successful game, shouldn't you always end up with an excess of money at the end? I guess you could always endow a scholarly chair somewhere.
  6. In many games, crafting just felt like a non-essential add-on that I basically ignored because it wasn't part of the mission. It's not that I was opposed to it, but I never felt motivated to use it until it became essential. The games where it did feel needed were Witcher, where potion making felt kind of cool, and the DA series, where expendables were in annoyingly short supply and were often needed to avoid frequent reloads. Durability was really nice in the Fallout series as it added an element to the survival. Otherwise, it's usually just a maintenance chore. Rather than having degradation, an alternative approach would be a capability to hone your gear with your crafting skills or by visiting an artisan. That is, your weapon and gear is given an extra boost that wears off with combat. That may satisfy both those who like the maintenance aspects and those who can do without it. Consumables are nice, but in the heat of combat they can be forgotten; a reload is then needed and the consumables put to use. I'd like to see a 'subscription' service for some consumables so that the item can be reused but has a cool-down. You essentially pay a large chunk up front for a lifetime of benefit, with the expectation being that you'd want to spend more later for an upgrade.
  7. My concept of most CRPGs is that there is a hidden economy that covers all the little details of adventuring: acquiring food and drink, repairing items, and paying taxes and fees. To pay for those, there's an invisible tax on the loot so that all the little tradeable knick-knacks don't show up but instead go to pay for the expenses. To me this just part of that economy poking its head up into the game, in much the same way that you have to pay for a room to rent at the Inn. In the Fallout series the repair added a lot to the survivalist flavor of the setting; here, it's probably compensation for having so much lootable gear. You get extra loot, so you get extra expenses. I don't mind because it provides a certain level of grittiness to the game, much like the picture of a swordsman sharpening his blade after each battle. Those who don't like it seem to view it from a meta-gaming perspective as an extra maintenance activity.
  8. Definitely not. They've taken so many things out of the game that it's obvious it was mismanaged. No stealth, no ammunition, no saving or loading(!!!) Taking things out of a game does not necessarily equal mismanagement. It can be essential to keeping the game within the budget.
  9. Shadowrun Returns is set for release this month. If they come out on budget then I'd say they're probably a candidate.
  10. I'm pleased with the item degradation mechanic because of the element of realism it provides. But perhaps it should just be part of the expert mode? That way all the cheese-eating surrender munchkins will be happy.
  11. I've never been much of a fan of crafting so I rarely use it unless it is essential. On the other hand, item degradation is a nice touch of realism so I appreciate that addition. Thanks for the update.
  12. You don't use them because: 1) you can save/load so you don't REALLY need them in this fight 2) they are good forever, so no reason to use them now 3) hoarding conditioning Well no, I think I mostly just forget they are there. Many specialty potions are only useful in certain conditions, so they tend to sit in the pack and become forgotten. On the other hand, healing draughts that are readily available, or frequently needed, do get used.
  13. Okay, I get the business motivation for the first two; they just better not expect any future Kickstarter contributions from me. The third one sounds like just plain bad planning. It won't surprise me to see a number of video game Kickstarters running out of money as many of the goals seem far too optimistic for the amount of money being requested.
  14. For what it's worth: Freeport: the City of Adventure -- a Pathfinder setting in a port city with pirates, rogues, cultists, and so forth. Achtung! -- Lovecraftian horror setting during World War 2. Throne of Night -- stand-alone Pathfinder adventure in the underground world. Wicked Fantasy -- Pathfinder setting featuring redesigned fantasy races. The Guide to Glorantha -- Two volume guide to Glorantha for any system. Sovereign Stone -- Looks like a traditional fantasy setting by a collaboration of Larry Elmore, Margaret Weis & Tracy Hickman. The KS is based upon the Pathfinder mechanics, with new creatures, magic, and setting. Crimson Exodus -- A skills-based RPG system with the usual fantasy elements. The Elves of Uteria sourcebook -- A sourcebook of elves detailing five different cultures. Witch Hunter: The Invisible World -- 2nd edition of a cinematic, free-form RPG based upon the works of Solomon Kane. It is set in an alternate history 1690.
  15. Whenever a character gains a condition and has a potion that will remedy it, show the potion as a small icon next to the condition. Clicking on the icon will cause the character to imbibe the potion as their next action.
  16. I love OpenOffice; use it all the time. Yes it has its little quirks, but it pretty much does everything I need it to do.
  17. Perhaps you assume to much capability for intelligence? Being able to open the magical gate using your intelligence doesn't necessarily mean you can use the same means to control how wide the gate can open. Perhaps the ability to control the effectiveness of a spell instead depends on your biological heritage?
  18. I find it contradictory that the aim is to be able to avoid most combat yet most of the class features presented thus far have been combat-oriented. I'll put in a preference for having a decent amount of combat in the dungeon.
  19. Note that the Kickstarter was pretty general in the descriptions of what they said they would deliver. Thus far I haven't seen them stray from that broad vision. People who are disappointed need to go back to the original presentation and see what it actually says before they start making accusations about what Obsidian is delivering.
  20. Do you know that original Syndicate(1993) involved capturing resources, conducting research and equipping your agents and also capturing human material for future agents? That is exactly what strategy is. Okay, but how is that relevant to the current Kickstarter? The description does not appear to mention such strategic elements.
  21. ^^^ The "Strategy game" statement actually lowered my interest until I read further. Other than having an overarching strategic goal, which many CRPGs have, how is it a Strategy game? It doesn't sound like the player is controlling large forces at the operational level.
  22. Whenever I play a game with potions I almost always seem to end up using them a lot less than I probably should. The exception is usually potions in games where they are frequently necessary to survive combat, such as healing potions in DA2.
  23. Well, the style used isn't all that different from historic maps. For example: I think it's meant to be more representational than precise. A hand-drawn look for the icons would probably be more attractive though.
  24. It looks pretty faithful to the original map. The biggest change was fixing the rivers.
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