Everything posted by rjshae
- Intelligent Weapons
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Exploration and Random Encounters
Yeah, the SoZ system was decent. But remember it did run on a 3D landscape; I'm not sure how plausible implementing that would be for PE. Besides, the Day/Night system on the overland map was completely wonky.
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Water Effects and Flooded Dungeons
I'm all for adding in terrain effects on movement and concealment. Flooded areas are nice for a little paranoia effect; you never quite know what's going to leap up and bite you.
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Exploration and Random Encounters
Another really nice option is an overland map that is sub-divided into regions. Kind of like this screen shot from Eador: Each region would have it's own environmental conditions, movement costs, hazards, and so forth. Within some of these regions are clickable destinations, or maybe just abstracted sites such as inns or villages.
- Josh Sawyer on Miss and Hit
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Josh Sawyer on Miss and Hit
Sigh, I hate to do this, but.... It's rogues, not rouges. Rogues are devious people; rouges are powders that eighteenth century french prostitutes used to put on their cheeks. Fighters wear full-plate; they know where to shove the pointy thing. Also, can I suggest using a recent version of Firefox so you've at least got a spell checker available? I get the feeling he's not a natural English speaker. Not too huge an issue so long as he's trying and you can more-or-less work it out. A spell checker won't help with things like "rouge" and "where" and the Firefox spell checker says that "mages" isn't a word, anyway. Well, my apologies then, but the use of "rouges" just keeps recurring up so I wanted to make a small point of it.
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Josh Sawyer on Miss and Hit
Sigh, I hate to do this, but.... It's rogues, not rouges. Rogues are devious people; rouges are powders that eighteenth century french prostitutes used to put on their cheeks. Fighters wear full-plate; they know where to shove the pointy thing. Also, can I suggest using a recent version of Firefox so you've at least got a spell checker available?
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Josh Sawyer on Miss and Hit
By itself, a "critical miss" always seemed like a silly thing; intended more for the gamer's amusement than for anything constructive. What I wouldn't mind seeing is a "critical miss" that allows the opponent a favorable opening. If an enemy attacks me and flounders badly from my crafty block, then that should leave me a brief, favorable opening. Perhaps even give me an opportunity attack (or opportunity counter-attack, as it were). Otherwise... shrug. I can live without a "critical miss".
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Hardcore Ironman & "Pause"
As the player you're essentially doing the thinking for six different characters. The only way to realistically play it as a "twitch" game would be to slow the action down to one-sixth normal, which wouldn't be fun at all. So no, even on hardcore mode, I still want my pause button. If you want to play hardcore mode without a pause, then do so... and good luck to you.
- Josh Sawyer on Miss and Hit
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Ingame Languages the player can learn
It sounds like a type of mini-game. Not really high on my list of gaming interests.
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Josh Sawyer on Miss and Hit
I'm thinking the benefit is primarily for attackers with low odds to hit. Take, say, 1d6+1 non-absorbed damage (for average 4.5 or 1 point half-minimum) and a 10% chance to hit: With min dmg of 1: .9*1 + .1*4.5 = 1.35 average With no miss dmg: .9*0 + .1*4.5 = 0.45 average That's a 1.35/0.45 = 300% damage improvement rate. Now take the same damage and a 50% chance to hit: With min dmg: .5*1 + .5*4.5 = 2.75 average With no min dmg: .5*0 + .5*4.5 = 2.25 average. That's a 2.75/2.25 = 22% damage improvement rate.
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Josh Sawyer on Miss and Hit
The degenerate case where the "always hit" mechanic makes less and less sense is when the defender becomes exceedingly small. If you're fighting, say, a tiny but powerful sprite that is moving around rapidly, then logically you'd have a decent chance of a clean miss. Said tiny sprite may only have a single health point, meaning a single swat could take it down. If you're wielding a powerful weapon with a decent magical modifier, then the sprite goes down pretty quickly even if you keep missing.
- Josh Sawyer on Miss and Hit
- private backer forum's?
- Josh Sawyer on Miss and Hit
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Josh Sawyer on Miss and Hit
A "miss" against any defense translates to half minimum damage inflicted or half minimum duration on any sort of status effect. I.e. there aren't "full" misses, but mitigated effects. A hit is the standard damage/duration. A hit that is within the critical hit range does 150% max damage or duration. There's something I'm unclear about here. Is he saying that if the opponent would have scored a hit against you if you were not employing any defenses, then you will always receive some minimal amount of damage? Or is he saying that just waving a sword in your general direction will always cause some damage? If it is the former then that would make at least some sort of sense. However, then latter seems completely illogical; it's just too much of an abstraction for me to be happy about.
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Morale system - fleeing enemies
Well-disciplined opponents can also perform a fighting withdrawal; performing a coordinated retreat to a defensible position, for example. But that would require excellent AI.
- Josh Sawyer on Miss and Hit
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Intelligent Weapons
I can live without 'em. The few I've seen have all been made borderline psychotic; presumably because that's the only way the developers could give an otherwise inert object a persona. Besides, there will already be enough interactions with the other party members. If they must put an intelligent weapon in the game, then I hope they make it a likeable persona without a radical agenda.
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Druid Class
In many ways, shaman and druids are not dissimilar. I suppose one might think of druids as cultural descendants of shaman.
- Reputation; The Famous One vs The Shaded One
- private backer forum's?
- Weapons that Enemies react to
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Allow me to make stupid decisions, please....
^^^ I like your point, but from another sense it seems like a cheap way to game the system: at first level just put a single point in each of the class skills you want to advance. Would it be better to use a point-matching scheme for the first three points you assign to a class skill (at any level)?