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rjshae

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Everything posted by rjshae

  1. I demand there be no more demands! Tutorials are fine, as long as you can skip them.
  2. It sounds like that 'disadvantage' will be part of the story, so it's not like an optional feature that players can choose. Still, an interesting idea. Personally, I like to see balanced advantages and disadvantages in items because they create a choice other than "what's the best item" period.
  3. Generating a complicated system for an unlikely outcome doesn't make for efficient resource usage (i.e. development costs). It would be better to use a wounds system as in Drakensang or DA2. But I can live with just applying extra damage, or better yet just using a normal distribution for all damage determination.
  4. The problem comes in when the developers need to make conversation branches for the different races. A unique elephant man should attract a lot of attention and unusual responses. That translates in a potentially enormous number of conversation forks. It simply doesn't scale well and requires a significant trade-off against other features. I don't think this makes economic sense. The only way to make it work is for the weird to be an every-day occurrence, which would completely change the setting.
  5. There are several ways the game can "punish" the player for not keeping a follower in the party. For example, they can have the follower "follow" their own path of level up progression, rather than the one you choose. They can also avoid having the follower standing around waiting to be picked up again. Finally, they can make sure that the follower can't be stripped of useful gear prior to being released (by having the follower object to being released without their fair share of the loot).
  6. It takes work to develop a culture for each of these races. Do you just want to see a lot of weird-looking, westernized humanoids, or would you prefer fewer, distinctive, better developed racial cultures? Personally I'd prefer the latter.
  7. Why is this a problem? Surely you don't complain about games that have nothing but humans. While I can't speak for Betraytheworld I personally I dislike when fantasy/sci-fi games have only humans for a racial option. As much as I love Fallout2 I would have loved to have access to ghouls, mutants, and robots as playable characters. In fantasy games where their are completely distinct races (as opposed to ghouls/mutants having once been human) it seems a bit bland for every race to look like a human variant. But why do you dislike only humans? You can get plenty of variety just by introducing unusual cultures. They have already announced multiple races, so are you looking for wierdness? The problem for fantasy then is that oddball races start to make the game too sci-fi like. Or maybe you're just looking for player characters with special powers?
  8. As I look at what a wizard does, he is basically channeling a change to reality. To do this, he must both provide (1) a source that will cause the change and (2) a channel for the change to take effect. In specializing, he could focus on one or both of these. The source can be nature spirits, an extradimensional plane of energy potential, a powerful supernatural being, an unfathomable source of utmost chaos, and so forth. The channel relies on the soul of the caster, but it can be guided through vocalizations, runes, gems, physical motions, mental states, &c. Any of these can serve as a form of specialization, and each should have counterbalancing strengths and weaknesses. The wizard could form a compact with a powerful agent that grants him the means to cast spells, but limits what he can and must do with them. Nature spirits can provide a plethora of capabilities, but the more potent spells require specialization in some aspects of nature: air, earth, fire, water, spirit, with each having its own drawbacks. Drawing magic from an extraplanar source is powerful but risky; the wizard must channel just the right amount and form, or risk failure or disaster. Likewise, depending on chaotic forces results in unpredictable effects: all aspects of the spells may vary. The channels for the magic can also allow specialization, with each having their own drawbacks. Crystals, for example, are difficult to find and limit the types of magic that can be performed. Runes can produce potent and lasting magical effects, but require patience and practice.
  9. Not every deity need supply power to their followers through a specific form of divine magic and there's really no need to be cookie-cutter about the approach. Instead of Priestly spells, some deities may instead provide knowledge, guidance, natural assistance, or mystical power. Thus, just as there are multiple branches of arcane lore (wizard, bard, cipher, alchemy), there can be different branches of divine inspiration (priests, druid, monk, philosophy).
  10. Another messed up poll. I don't dislike any terrain => therefore at least some of the votes are invalid => thus the poll is skewed and uninformative. Besides, where are the rolling steppes and the savanna?
  11. Okay. Well for an example of a non-oriental monk, how about a theistic order known as the "watchers of the eternal flame"? These monks have served as guardians of this flame for untold generations, maintaining these sacred fires in their simple domed temples and defending the flame against all threats. The flame must be preserved at all costs, and, if it ever goes out, the fire may only be relit by transporting the flame from another temple. In order to survive the fickle whims of history, the guardians have foresworn political ambition, territorial conquest, and the accoutrements of the military. This has kept them safe from the nobility, strongmen, and would-be conquerors, since the guardians are not perceived as a threat to the political control of the land. Likewise, their mystique has spread so far and wide that nobody risks endangering their temples. The aestetic of the order requires them to live simply with a minimum of possessions and gear. Contemplation of the eternal flame, which is descended from the divine fire of their patron god, has revealed secrets to the order that are closely held by the brotherhood of monks, and allows them to perform exceptional feats of physical and mental prowess. Over the centuries, the order have mastered mystical techniques for defending their flames under all conditions, day and night, using only their bodies or simple weapons. The unparalleled martial skills of these monks are said to have no equal outside the order, although an occasional rival school has sprung up under the tutelage of ambitious defectors. A few monks choose to take leave of the order so as to pursue their personal agendas. These itinerant monks often continue to live according to the same aesthetic principles as the order, although they lose those additional mystical powers bestowed by the aura of the eternal flame.
  12. For total immersion in a medieval setting? Hmm... wouldn't you just look at the position of the Sun in the sky? Maybe there's a magical clock of some type?
  13. Humans during the medieval period were not even close to seriously taxing the environment. It's a non-issue.
  14. I like it when they reflect the health status outside of combat via injured character animation. Within combat your party should be able to assess the health of your opponents visually, so health bars may make sense in that circumstance.
  15. Poor Forton and his magic nipster clamps. I wonder if he is near sighted?
  16. Perhaps a legendary ruined site that has absolutely nothing of interest, but is so wrapped up in the lore of the land that multitudes have attempted to delve into the secrets of the place. After many attempts, the place has a reputation of utmost foolishness and even has its own an epitaph: Delver's Folly. Despite this, the occasional charlatan still uses the site for another profiteering scam. Newcomers to the region are a favorite target for this rigged game, with fake treasures being left where they are easy to find.
  17. There's no need to attack the poster. If you don't like the question, just walk away.
  18. Why is this a problem? Surely you don't complain about games that have nothing but humans.
  19. Along those lines, there are potentially other creatures besides horses that can supply heavy labor. Picture the trolls that opened and shut the gates to Mordor in the LotR movies. Wizards should certainly be able to summon and perhaps bind elemental creatures that can perform actions not possible with human laborers. There may be an entire industry centered around the capture and breeding of enchanted creatures for use in alchemical processes.
  20. I agree that magic can have a significant socio-economic impact on a society. But there's a big difference between being able to cast a spell and being able to enchant an item. If the latter is difficult, then the economic impact may be greatly diminished. The magical ability to create permanent items is not a given either; conjured items may fall apart or vanish after a period of time (or disappear based on certain "tests" such as contact with cold iron). Hence, you'll still need people to craft physical items, even if you can use magic to heat the forge or spin the lathe. But it could increase the economic output of cottage industries quite a bit.
  21. A donut chart would be more fun, because then we can debate the appropriate size for the hole in the middle.
  22. Most people have an alternative time source available, so I don't see this happening. But I think there are apps you can get that will overlay the clock in full screen mode.
  23. It may depend on what is tolerated in the society, and how willing parents are to raise such a child. The list could be endless: Non-human flesh: either an unusual skin tone or an animal-like or alien hide. Transparent, opaque, or glowing. Unusual hair: crystal, feathers, plasma, wavy tendrils, hazy mist. Extra appendages: tail, wings, horns, antennae, fangs, extra arms, extra eyes, tubes, or throbbing buboes. Different bodily proportions: unusually tall, lean, or bulky. Odd joints. I suspect they will need to whittle down the list to a fixed set for budget reasons.
  24. As long as it is avoidable, I'm okay with this type of scut work quest because it's humbling; somebody has to clear the rats out of the cellar so it might as well be us lowly adventurers. Having nothing but high importance quests is unrealistic, unless the game is written in such a way that you're already starting out with a high-importance character.
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