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rjshae

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Everything posted by rjshae

  1. Let me guess, it'll take only 200 hours of play to get to the interesting part...
  2. I think you really just need impact and penetration damage; slashing is just a combination of the two.
  3. Man, I thought I was working in a cyclical business. After reading all those stories of cancelled game projects, I think I need a drink...
  4. I don't think there's going to be much if any XP awarded for grinding. In which case, the available XP may be limited by the number of quests that can be completed.
  5. I'm sure she's fine, but I think I'd rather see character roles be developed then voice actors chosen to fit those roles. Besides, it doesn't sound like there will be much voice acting.
  6. I suppose the argument here is comparable to whether you like oil paintings or sculpture. Both forms of media can be used to produce beautiful art, or they can generate ugly garbage. It all depends on the skills of the artist. Personally I like both forms: each has their own strengths in communicating an emotional experience to the viewer. What I'm hoping for with the fixed isometric perspective of PE, besides it being an enjoyable game, is that it can provide a successful and engaging role-playing experience at a cost that is within reach of a smaller indie studio. If a AAA 3D game costs US$25 million and a AA 2.5D game costs US$4 million, that's a significant factor in whether a game idea reaches the market.
  7. I wouldn't call poleaxes ineffective, and they're spear/axe/hammer hybrids. How useful would they be in a massed phalanx formation? That extra mass on the head makes them more difficult to hold at length for long periods. They weren't for phalanxes. They were anti-infantry and anti-cavalry weapons used by men-at-arms and knights, and were also included in pike formations to add versatility and an edge in the event of a push-of-pike. https://www.youtube.com/watch?v=gcDCMhyOLAc Nope, that's not it. My point was that there are always trade-offs when constructing a hybrid tool. It is always less optimal than the original devices when employed in the specific tasks for which the original devices were intended. In this case, the benefit of the poleaxe would be its versatility. It's second best compared to the combat tasks for which the spear, hammer, or axe are optimal. But it is better when used in combat tasks for which the spear, hammer, or axe are not designed. You probably wouldn't want to be using a pole-type hammer in a phalanx, for example. The pole-axe has a higher weight and greater moment of inertia than a comparable spear, axe, or hammer weapon, making it more difficult to wield.
  8. Go. Now. Before this thread plagues your dreams and saps your will to live.
  9. If you choose a nobility background for your character (or have ambitious parents), it might be amusing to have an "arranged marriage". Perhaps you get set up with a local baron's daughter, or even somebody shipped in from overseas. Dealing with the social politics of an arranged union could be entertaining. Perhaps you still need to woo her beforehand and retain her allegiance afterward, or else she'll be plotting to behind your back and you'll have no end of trouble.
  10. I wouldn't call poleaxes ineffective, and they're spear/axe/hammer hybrids. How useful would they be in a massed phalanx formation? That extra mass on the head makes them more difficult to hold at length for long periods.
  11. Hi again Dimitri, One of the things I noticed from the NWN2 toolset is that that there was a dismal shortage of shield variants. There were only about five of each type, although the tinting capability helped that a little. Shields show up pretty well even when the combat figures are relatively small, so I'm hoping the good folks at Obsidian will have a larger assortment of shield forms and emblems. Is anything like that in your plans? Thank you.
  12. I'm not sure how you'd work a net into this type of game. You'd need to have grappling in place first. Perhaps the net can be simulated as a type of disarming buckler? Hybrid weapons are almost always less effective than the respective individual weapons. Realistically, they should be penalized as such.
  13. It took a long time, but River of Time eventually made it to the stores in a boxed form. I wouldn't rule it out for PE.
  14. A while back a group of us were working on a net project to develop a campaign setting. We came up with an idea for an undead campaign, and I think it could be adapted to this dungeon. Here it is in a nutshell: This is a bleak, barren world in which all of the lands have been consumed by the undead. Living creatures, where they still survive, hide away in isolated islands of safety around fonts of pure life force. From this world come the party of adventurers. Their ultimate goal will be to seek a means to restore life to the lands and drive back the undead hordes into the graves from whence they emerged. To do so, they eventually discover that they must seek out a legendary portal; one not designed for traveling to other places, but instead a portal of time. They must to travel back to the very moment when the undead first began to overrun the world, and somehow change the course of events. Unfortunately, when the party finally reach this chronoportal and find a means to activate it, they find that they have been duped. An undead creature of great power tricked them into this very act. It forces its way past the party and steps into the gateway, thereby traveling back into the past. It is this very creature that unleashed the horror turned the world into an undead desert. Now, the party must now step through the portal, travel back in time, and seek a means to stop this evil beast before it can succeed. Now, turn back to the Endless Paths. Suppose that this portal actually lies deep within this undead tomb; a construct of the mad wizard Od Nua. What his vision for this powerful portal was remains a mystery, but he was successful in completing this gateway through time. Unfortunately, a powerful undead creature stepped through the gate, and proceeded to turn the dungeon into his private stronghold. Let's call him the Soul-hater. Gradually this beast has been gathering the forces he needs to complete his plan, turning potent undead into his generals and the lesser undead forms into his minions. The Soul-hater does not yet have the forces necessary to conquer the world, but he is getting ever closer. Into this mayhem step the party. After battling their way down several levels of the Endless Paths, they discover a curious figure. It is a humanoid form wrapped in a mysterious shimmering blanket of force. The being is wearing primitive garb and is poorly armed, but appears thoroughly capable. The party must seek a means to release the figure from the field, perhaps by consulting a knowledgeable sage in the city. Finally, they succeed, and the figure is released. He is defensive at first and speaks in a curious manner that is difficult to understand, but is not hostile. Gradually they draw him out and find that he is a time traveler from the distant future; a bleak, horrible realm that has come to cover the entire globe. He came back to try and stop the horrible destiny that awaits the world, only to discover that he became the very trigger that allowed it to happen. He wants to join the party and prevent the destiny that awaits them all. What do you think? Would that be sufficient motivation to complete the Endless Paths dungeon? (Yeah, I know... it's The Terminator plot line. )
  15. Okay folks, what unit system do you think this game should use? Pounds or kilograms? Rods and stones? Furlongs per fortnight? Obsidian Entertainment is based in the U.S., so should they use American English? Or should it use système international because it is being sold world-wide? Should it be localized? Maybe it should have it's own system of units? Or should it just leave them unspecified? Hopefully this topic doesn't generate any acrimony...
  16. Will they have spell levels per D&D? If they don't include spells for the higher levels, then level caps may be inevitable. I believe 12th level was mentioned as a probably ending level, which in D&D terms equates to 6th level spells.
  17. Instead of XP for killing x creatures, it might be enjoyable to have a combat accomplishment system. Maybe an entire integrated tree of combat accomplishments. You might not rise any higher in level, but, if you, say, kill off a large number of orcs, you could get unique benefits as a result of that Orc Slayer accomplishment. Perhaps a bonus to cause critical damage when attacking orcs, or a bonus to defense when defending against multiple orcs. That in itself is a type of XP gain, almost like a bonus Ranger feat for a favored enemy.
  18. I'm really curious how this is going to balance out against custom portraits: Well, we did have character customization in the IE games combined with static portraits. But it might be interesting if they allow us to have... tintable portraits! Not sure how the artists would feel about that though; they may blow some fuses.
  19. Very informative. Thank you for the responses, Dimitri!
  20. Sure, they'd be like the hunting rifles in Fallout 3, except they take many rounds to load (under ideal conditions) and have trouble hitting the broad side of a barn at 100 paces. Meanwhile the guy with the clearly inferior sword has lopped off your arms and spilt your guts.
  21. It sound's like Neal Stephenson's Kickstarter project CLANG is an ambitious project to embody many of the combat maneuvers into a framework that can then be incorporated into a gaming system. I'm not sure how well such a system would integrate into a party-style CRPG like PE, but it certainly will be interesting to see how it works out. I could just picture a game with CLANG-style melee tactics, Su Generis combat physics display, and PE group tactics and world setting. It'd be impossible to control a group in fine detail, of course, so probably the combat details would be handled by the AI.
  22. Getting the boxed edition was what sold me on that contribution level.
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