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rjshae

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Everything posted by rjshae

  1. I seem to recall that a decision had not yet been made, but that they were looking at making the classes flexible enough so that you wouldn't miss the ability to multi-class. Not sure if that has changed in the meantime; guess we'll find out.
  2. I don't think we've heard anything about the patching method yet, but it's probably too early in the process to determine that. I agree with the OP that a simple patching process is usually a good thing.
  3. The original goal was to shorten combat. But if both your party and the opponents suffer significant equipment degradation, then the net effect may be the opposite of what you want to achieve. I think you will probably want to introduce factors that will incrementally speed up the damage rate. Usually this happens when you've whittled down the opponent's forces and can better concentrate attacks on the few left standing. But perhaps there are other approaches that can be taken? Personally I don't have a problem with combat taking as long as it does; this is mostly for the purpose of discussion.
  4. From what I've read, familiars with be fairly fragile and you'll suffer a price for their loss, albeit briefly. For that reason I suspect that you wouldn't want to be putting your familiar in harm's way. That being said, I don't know why they couldn't include some selectable 'talents' for making familiars more useful. Alternatively, as you suggest, they could include one or more arcane tomes, each with the real name of a specific summonable being. But they could make actually summoning such a creature more difficult. Maybe you need to build a summoning circle in your stronghold first, then you must also sacrifice an object of value?
  5. That's not an unreasonable approach. But I suspect that all these degradation effects will accomplish is to drive players to carry plenty of extra weapons around. Hmm... then again, maybe certain classes will have spells of item repair (or protection) that can be cast during combat? That would help minimize the issue during lengthy battles. There could also be oils of weapon damage resistance.
  6. I see nothing wrong with allowing players to decide for themselves how much control AI should have over their characters. If players want to play by allowing AI to choose the weapons of the party at the start of combat, then that's a perfectly viable approach. There are players who prefer to focus on other aspects of the game. It's hardly idiotic; merely a personal preference. For example, I may choose to play the game by letting some NPCs switch weapons automatically and then fine tuning where I see fit. If that makes me an idiot... so be it. As for Valorian, well... I'm unimpressed. But perhaps time will expand his horizons.
  7. I keep thinking that there must be some way to manage all of the logistics and upkeep/maintenance of the party without it becoming onerous. Your typical adventuring party is going to be taking along a bunch of gear and supplies for each expedition, as well as possibly collecting low-value loot. In an IE game, much of that was abstracted, but what if there was some way to handle it through a higher-level logistics interface? For example: you go into a town, search out vendors who will contract with you to sell supplies of various general type, quality, weight and lifetime. That could consist of three or four types of camp supplies, and those in turn would provide various benefits at your camp. Those show up in your logistics interface as a stack of packages, with columns for each type and color codes for the quality. Maybe low quality armory repair gear gives a slight (~5%) benefit to simple weapon and armor performance, which can then be lost through combat (until you return to camp) as a random outcome. The higher quality gear gives a benefit to increasingly better weapons and armor; while the benefit lasts longer on the lower quality gear. Other gear can give improvements to recovery from poison/disease, endurance of the elements, travel rate, and so forth. If nothing else, it would give you a reason to talk to different vendors besides the armor/weaponsmiths.
  8. I don't understand what you hope to accomplish with pure, mocking sarcasm. Does it just make you feel better? Do you need that to get through the day? I know you are quite intelligent, but your voluntary actions don't always show it. He already acknowledged the folly of that particular suggestion here: How constructive is it to basically rub it in? Ah... well I missed that one. That's the drawback of having somebody in an Ignore list, I suppose.
  9. I had a similar idea. The initial decision might take some thought, but if we automate it to that degree it turns into "why have the mechanic in the game in the first place?" Well... having separate boxes for the character's pre-selected light/medium/heavy weapon would at least make it easy to switch during the combat. it lets you perform some tactical planning prior to getting into an extended run of combat.
  10. ^^^^ They could perhaps a lot of the supposed tedium by having a light/medium/heavy weapon slot for each character (allowing for possible duplication of weapon). The AI could then be set to selecting the appropriate weapon at the start of combat, based on knowledge of the opponent type. If the opponent is unknown, then the AI could be set to choose the favorite, general-use weapon.
  11. Armor and weapon wear probably works better in single-character systems; particularly Dungeon Crawls and Sandbox games. Regular maintenance of gear is probably something that belongs in the Expert mode. Otherwise it may get tiresome for more casual players.
  12. The developer (Troika) apparently had plans for a follow on based upon Against the Giants modules, but that fell through. The initial release of ToEE was rushed out and was horribly buggy, which led to poor sales. It was also released incomplete (especially the ending), although I understand the Co8 team has addressed most of that now. Personally I enjoyed the game system; I just didn't find the game itself all that rewarding.
  13. Given the presence of magic, it could be that the meting out of punishment may take an entirely different course than they do in our society. Rather than corporal punishment, perhaps criminals are banished to another realm that is entirely more brutal. Some types of crime may merit magical punishments that can produce wholesale changes to the psyche. For example, the criminal may be psychically bonded with a spirit that can haunt their dreams and suffer a torment of fear and anxiety. Rather than the stocks, maybe the thief is transformed into a monkey and locked in a cage for days at a time, being fed only scraps fit for a beast.
  14. I don't care if you take me seriously, i accept your advise and becouse of that i am still trying to learn something (by talking to people on this forum) and talk about subject im intrested ... You don't need to take me seriously, im not gonna candidate for the next Governor of California... Fair enough.
  15. How many languages you know ? hypocrite (and im sure your spelling is allways perfect even if you are in hurry) becouse you propably can't put a single sentence without spell-cheker ... English is not my first language but most of the people can understand what im talkig/ writhing and that even you make some mistekes even if it your first ... So please don't act like grammar hitler and stop provoking ... If you want to be taken seriously, then I strongly recommend improving both your grammar and your spelling. Thank you.
  16. This is unbelievably tragic. What are we going to do now? I guess we better give in to all of his demands.
  17. The two game-bourne romantic figures that I've found even remotely interesting was Tali in ME2 and Triss in The Witcher. The remainder were throw-away episodes. I can live without them in PE. Possibly they could throw in a marriage of convenience, for the sake of a title to the stronghold. Otherwise... nah.
  18. I wouldn't want combat to be so short that tactics don't matter; heck, they could just run a RNG to determine the outcome of an encounter... and where's the fun in that? Combat roughly comparable to what we had in the IE games would be fine for me. Some battles will be short; others should be longer and tax the party to the limit.
  19. I could see the opposite being true as well, where the advanced cipher knows techniques for repairing what is broken in the mind. Over the course of several treatments he may be able to repair an addiction, or at least counter the addiction with a powerful revulsion. Depressed nobles may seek the cipher's aid to alleviate their misery, or a child with a bad habit can be taught to control it. But, even with the self-discipline and mental defenses, dealing with people who have mental issues may be detrimental to the cipher as well, requiring stress relief or even psychic surgery to forget the painful memories.
  20. Okay. Rather than a straight-out disability then, how about a trade-off? You gain a Trait, comparable to those for starting characters in FNV. For example, the hours in the torture chamber have left your body damaged in ways that will never heal, permanently costing you a point of Strength. However, you have learned to withstand brutal interrogation, leaving you hardened and raising your Willpower. Your exposure to the criminal elements also grants you small bonuses to several thievery-related skills and a special combat feat. Finally, as per maggotheart's suggestion, your reputation is modified. There could be multiple traits you can gain from the punishment, with the net result leaving your character modified but not in an unbalanced way.
  21. Battle Surge -- In this state, the barbarian gains a sudden rush of stamina and is able to fight on even when he would normally drop from exhaustion. The surge significant boosts strength but lowers reason by an equal amount, turning the barbarian into a brute-force killing machine. The duration of this effect is dependent on the level of the barbarian. At the end of the surge, the stamina boost is lost, which may cause the barbarian to fall unconscious unless some other means of boosting stamina is obtained. Note that the stamina rush may increase the barbarian's stamina above the normal maximum. But the main intention is to keep the barbarian fighting past the point where a normal combatant would have fallen (like a wild boar).
  22. Something I've been curious about for a while is how close we are to using computer voice synthesis for voice-overs in computer games? I'm sure that human voices are much higher quality, but given the cost of voice-overs, a voice synthesis approach seems like a useful alternative for non-AAA titles.
  23. Ciphers could be at a significant disadvantage against creatures that (nominally) don't have a mind: undead, oozes, and plants. (I'm not sure about elementals and other spirits.) I don't think that the other classes have a comparable limitation. Ciphers will need some capabilities to compensate for that liability: mind-over-matter powers would help, including TK, vibration, and molecular thermal control. The ability to phase shift and teleport about the battlefield would also be of value. Maybe ciphers can augment their weapon damage through mental exertion?
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