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rjshae

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Everything posted by rjshae

  1. If at first you don't succeed...
  2. That is a scam as obvious as they get. He said they're working around the clock. Yet all they have is one level made in unity, which takes around 30 minutes to make. That's it. Then he doesn't even show his face, he's only showing that single level in unity, and he says you can download the demo of it. Oh boy. Please tell me I'm not the only one seeing this. That seems a pretty harsh judgment. I'd prefer to wait and see what they present in their updates.
  3. I don't know if I'd call them feats; perhaps 'tactics' or 'maneuvers'? But I like the idea of earned tactical advantages. High-low maneuver: this occurs when two team members, fighting the same opponent with melee weapons, synchronize their attacks--one of them, chosen an random, negates the enemy's shield defense. However, because it requires precise timing, there is a counter-balancing penalty to both attacks when this tactic is activated.
  4. I'm digging it. Thanks for the link!
  5. IIRC, your character is not native to the region in question. Background stories may therefore be superfluous, except to add a little color.
  6. Oh is that all? Well presumably that was part of the original agreement, so it shouldn't be a surprise to them.
  7. I look at the D&D-like stats as having a certain physical-to-mental symmetry: Strength -- Intelligence => implementation power Constitution/Health -- Wisdom/Perception => resiliency and survivability Dexterity/Agility -- Charisma/Social => dynamic interaction That structure allows you, for example, to process mental combat in a manner that is comparable to physical combat.
  8. Bugs ate Avellone's soul. To all of those asking about Avellone's Arcanum playthroughs, that falls squarely on me at this point. Avellone recorded a large amount of footage recently and now it needs to be processed and cleaned up for the backers. Finishing up our vertical slice and getting the team prepared for our production phase has been my top priority over the past few weeks. That said, there shouldn't be any problems in having a lengthy playthrough for you guys in the next backer update. Cleanup: this [unfortunate] piece of [software] needs a complete [quality] reboot. What a sweaty [fun] sack of goat [deposits].
  9. I don't know the answer to this, but in thinking about it I suspect one could make a pretty good rendition of Daybreak 2250 by Andre Norton using the engine. You'd need a large feline predator model though.
  10. Heh, yeah, when I first got the card myself, all I could think of was "I have mail from China?". This does mean that the NSA will be keeping a closer eye on you from now on...
  11. This old fella's got the right idea...
  12. In a sense, adventuring is your job. But I wouldn't mind seeing a CRPG implement a more plausible careers system like they have in Warhammer FRP.
  13. I think it would get boring very quickly.
  14. Ideally, what I think I'd like to have for each of my characters is two weapon slots for each of the three possible armor types, for a total of six slots. For example: Light armor: [left] [right] Medium armor: [left] [right] Heavy armor: [left] [armor] I can then fill each of those slot pairs prior to combat, with the possibility that the same weapon and shield can appear in two or three of the weapon slot pairs. Whenever I send a character to attack a particular opponent, he'll automatically switch to the appropriate weapon/shield type for the enemy armor. That way I don't need to micromanage the weapon types unless I choose to do so.
  15. I believe that AC modifier came from the old AD&D rules. It didn't exist in D&D v3; good riddance. About the only use I found for multiple weapon slots in BG2 was for characters that switched between melee/ranged weapons, or the occasional need for a blunt weapon when an enemy was immune to slash/pierce.
  16. Tales of Terrene -- a steampunk-themed adventure RPG with an isometric perspective, built in Unity. No rendered characters yet.
  17. I didn't particularly like the CRPG D&D implementation of Concentration; it had too much of a spell-casting focus. They could just as easily have used Willpower with adjustments.
  18. ^^^ Yes, degradation only while in combat, combined with the possibility of catastrophic failure, would make implementation much more worthwhile in terms of presenting a challenge to the player. But I'm not sure it would be that popular. Perhaps as an expert or hardcore mode option?
  19. Usually awful good; occasionally neutral smart-ass with good leanings. I don't find evil characters appealing, but the anti-hero role can be interesting.
  20. This is a more reasonable objection than many I've read. Thank you.
  21. The patches are available from here on the new site. I'm not really sure whether the auto-updater would work with that site, but I've always used the NWNPatcher tool and that seems to work okay.
  22. Following the demise of the item durability system, I'd like to see some type of abstract mechanic take its place. For this reason, I'm proposing the following feat-like ability that represents a character who takes better care of his equipment and therefore has less need to stock replacement parts. It also represents techniques for carrying gear in a balanced, efficient manner and making the individual items more readily accessible during combat. Gear Master Your long field experience with equipment maintenance, stowage, and retrieval has made you an expert at transporting gear and keeping it in good condition and ready for use. For this reason, the amount of gear you can access during combat is permanently increased by [several slots]. You can only take this ability once. I'd suggest an Intelligence-based prerequisite.
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