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rjshae

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Everything posted by rjshae

  1. ^^^ The NWN2 OC map didn't give you full access to all of the map. It was more like the old IE games in that sense. I always felt constrained by that model. As for "random encounters", well set piece encounters with a certain likelihood to occur is roughly equivalent.
  2. That's basically how Fallout 1 & 2 worked. The problem with that was dearth of locations and the ability to blunder into Enclave Patrols and get exploded with one shot by a Gauss Pistol at level 1-2 with only a 0AC, 0DR, 0DT Vault Suit for "armor." I don't find "blundering into Enclave Patrols" to be a "problem". They do exactly what the are supposed to do. And anyway, Fallout 1 and 2 are actually proper open-world role-playing games. Just old-school ones. Right. But they don't have to use the fine grid of a Fallout or most of the old Gold Box Games; they could simply use an area grid like they have in many of the strategy games. (Kind of like point-to-point movement in "Curse of the Azure Bonds".) You move into a grid area and you are presented with some number of target locations within that area. Movement between the grid areas is what generates random encounters. There's less fiddling around that way with the pixel-by-pixel movement.
  3. Perhaps it is possible to provide a mixture of situations; some where it makes sense only to use lockpicking and others where brute force attacks are more appropriate? For example, if you're confronted with a locked and trapped chest in a town, then using brute force would make little sense since it could quickly cause an alarm. In contrast, an old, musty dungeon may have doors with encrusted locks that can only be opened through brute force. In the middle lies a situation where you're not concerned about raising an alarm, but all of the easy pickings have long since been looted. This leaves solid old chests and heavy, barred doors that would require significant effort to force open, but which can still be attacked physically by a powerful character wielding a suitable tool. These types of objects can be treated as having armor that is resistant to most weapons, hence requiring that the party lug a heavy pick around (or else summon a resilient creature like an earth elemental). Providing a mixture could gives a sense of flexibility while still yielding much value for the lockpick skill.
  4. Meh. My main concern is about retaining legal protections for the offspring of mated adults. As long as that remains in place, then I guess homosexual imitative marriages are just another harmless social convention.
  5. They can do a semi-open world by having a strategic map with some type of grid-based movement system, then placing a combination of set-piece, randomly discovered, and unlocked locales (areas) scattered about the map. That can create a sense of openness by providing access to all of the map while creating uncertainty about what is left to discover. It also allows modders to readily create add-on areas.
  6. Sounds kinda neat but I doubt it's worth the effort of implementing. Well I mentioned it because that approach may make it easier to mod areas; you just add a new map area to the edge of an existing map. Shrug. No matter.
  7. It's an old thread, but what would you think of this as a way to define borders?: http://forums.obsidian.net/topic/62261-a-wilderness-idea/ It's a decent idea as it stands, but I'm just not all that interested in wandering around in a randomly generated wilderness. The overland map approach in NWN2 SoZ could be used to produce something similar, albeit being viewed from a higher perspective.
  8. Over the long haul, vertical monopolies tends to result in higher prices and slower innovation. Hence, I don't see this as a good thing. But hopefully it results in a net boost for the Linux market on the server side.
  9. Something I would like to see are explorable areas that can expand beyond the original boundaries via a streams loading technique. That is, if you go to a certain location (or locations) along a border, then the next section of the area gets loaded into memory and you could explore further without needing to go through a transition panel. That would go a long way toward creating the sense of openness you experience in a sandbox game.
  10. An enormous arthropod snake: basically a large, legless insect with a long segmented body and a toxic stinger tail. It has a similar ecology as the terrestrial snake, but is generally stockier and not quite as stealthy.
  11. The faces in the OP? They look nothing like Jean-Luc Picard. I mean, like... what? I... what? Do all bald people look alike to you or something? I think Messier-31 is probably picking up on the similarities in the nose structures. But Patrick Stewart doesn't have as broad a jaw line and lacks the prominent brow ridges of the dwarf model. Hence they bare only a passing similarity, and I certainly don't understand why that is even a problem. Just a common troll, I expect.
  12. I hear that dwarven females actually have their beards down below... but that is probably just a rumor.
  13. In a culture where magic has long been prevelant, various defenses against magic-based crime should have also evolved. The better-quality locks should be resistant to magical tampering and there should be traps and alarms that are triggered solely by magic use. Anti-magic grenades may have appeared, as well as arcane technology for defeating divination.
  14. Bah, another ignorant troll. Come back when you've learned some history.
  15. Well dang it; they were going to have a bunch of animations of characters banging their heads uselessly on the door then collapsing on the ground. Why would you ever put the thought of smashing doors into their heads? Hope they end up with lots of different styles doors, like repaired doors, barred doors, split doors, massive oak doors, talking doors, reinforced doors, stone doors, bronze doors, hot glowing doors, doors leaking a gas or steam, leather doors, porticullis', ... and all kinds of secret doors.
  16. Spider Zombies -- a parasitic worm takes over this giant spider, turning it into a necrotic creature that is driven to bite other creatures and spread the worm eggs. It's slower and tougher to kill than a typical giant spider, but is non-toxic (apart from the disease risk of the bite).
  17. Annual US market for guns: $2.8 billion 2012 US market for games: $14.1 billion Your move, Congress. Actually I'm all in favor of responsible video game ownership, just as I much prefer responsible gun ownership. I'm just suggesting that Congress shouldn't necessary expect to safely throw the video games industry under the bus in order to sate the virulent propaganda of the NRA.
  18. Yeah, a multivariate check against several possible thresholds would help obscure the influence of a specific social skill. Sure you might succeed, but in the process you may gain a prerequisite mini-quest that will elevate your favor with the faction by the necessary amount. Plus you might have to kick in a variable financial contribution (bribe/gift) of some amount.
  19. Wildman? Well I never gained that impression from my read-through. Hmm...
  20. To me it looks like a console game. Wildman may well end up a decent game, but it's not one I would normally try unless the reviews are glowing. If you want specifics, I can say I was put off by three things: (1) A mix of two completely different game styles, only one of which I usually prefer; (2) the graphics are in a style that I don't find appealing; (3) It's set a primitive culture with little technology (or magic?). I didn't particularly like the layoffs shortly after the KS started, but that's just business and didn't influence my viewpoint.
  21. It looks pretty good; a lizardman with a full tummy. If you are interested, you could start a portfolio page on Elfwood.
  22. Here's a relatively new kickstarter: Project Awakened Looks like a modern-ish FPS with a design-your-own-character concept. Graphics look pretty decent.
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