Everything posted by rjshae
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Feats
Looking at the perks in the OP, I think I see one issue there: my understanding is that the developers are not leaning toward social skills like Intimidate. Your character's thuggish nature would come across just from the way that you respond to dialogue choices. "Dutch Courage" (sometimes called "Liquid Courage") seems like a reasonable perk; you gain some type of performance benefits from being inebriated -- perhaps an improved willpower and the ability to ignore "miss" wounds. The ability to summon a war dog... well, that might be crossing over into class-specific abilities a little too much. I tend to prefer taking perks that don't just replicate something that you could gain anyway just by advancing in level. Thus, I don't care for skill bonuses, but I do like unique tactical abilities.
- Future title: Kotor 3?
- Feats
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Overkills and loot destruction
That (loot damage) would be okay for random loot drops; less so for pre-positioned treasure and quest items.
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Small suggestions. Easily implemented ideas, quickfire thoughts.
In BG it's a real nuisance to know who still had the Find Traps mode enabled, so I'd like a simple means to identify whenever a character has a stateful mode active. For example: search mode, power attack, or tracking. An icon next to the character portrait would be nice for this, or some type of visual effect.
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Archery?
I wonder if it would make sense to have endless mundane arrows, but with a cooldown period? I.e. to simulate shooting off X arrows in a row then resetting your stock. I know some people are opposed to cooldowns, but perhaps that would be less objectionable than micromanaging your stock of ammo. Possibly the player could then gain talents that speed up the cooldown rate or improve the types of endless arrows.
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Archery?
It'd be nice if there was an easy mechanism, perhaps even an AI rule, that causes an archer to switch from regular ammo to scarcer but more effective ammo. In BG it was kind of a pain to do so, given the number of potential targets and the task of opening the inventory and swapping ammo in and out.
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Degenerate Gameplay
Awww....
- Update #38: Meet the Developers with Mark Bremerkamp, Lead Animator
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Small suggestions. Easily implemented ideas, quickfire thoughts.
I like the little bits of background clutter that add atmosphere to a setting. The mysterious stains on the wall, a hole in a thatched roof, broken windows, a leaning chimney, cow piles in the pasture, leaves floating down the stream (Drakensang!), old hand-built stone walls, a dilapidated door hanging on one hinge, rocks from a partly collapsed tunnel ceiling, a scruffy kid chasing a dog down the street, the woman leaning out of a window to dump slop from a pitcher, a field left fallow, a war veteran walking with a limp, the charred remains of an old burnt building, a stuffy wizard smoking a pipe by the fire, the unfilled hole in a cobble road, a cat licking up the slop from the floor, an old woman carrying a large bundle of sticks on her back, a barrel maker, ...
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Archery?
How does this argument make any kind of sense? You use up arrows; you don't use up a melee weapon. I don't really care that it doesn't seem "fair" for archery not to have the same advantages as melee. Tough sh*t; war is brutal. The benefit of the bow is that you stay out of harms way while killing off some of your opponents. The rest you'll just have to deal with by other means.
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Archery?
Having a limited stock of arrows shouldn't be discouraging, since spellcasters suffer from the same limitation. It's a matter of the developers properly balancing the game and players being more flexible in their tactics. If each archer has, say, 24-36 conventional arrows available at a time, those should readily last through most battles. They can then use their gear inventory to hold special purpose arrows for those situations where the opponent would be too tough to finish off rapidly. (Note that most medieval quivers only held up to about a dozen arrows; many archers just carried the arrows stuck through their belts.)
- Update #38: Meet the Developers with Mark Bremerkamp, Lead Animator
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Archery?
I disagree with your assertion that "most people" dislike archery in games; that's just an unsubstantiated opinion on your part. I've used archery in virtually every FRPG I've ever played, and I don't see matchlock weapons replacing that (if only because of the painfully slow reload). What I wouldn't mind seeing is a mechanism to restock arrows in between fights. I.e. limit the available arrows during combat, but allow an automatic draw upon stored stocks when the combat ends. In this sense it would work somewhat like spells.
- Update #38: Meet the Developers with Mark Bremerkamp, Lead Animator
- Update #38: Meet the Developers with Mark Bremerkamp, Lead Animator
- Non-battle companions
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Degenerate Gameplay
"Insanity: doing the same thing over and over again and expecting different results." -- Albert Einstein. Otherwise known as degenerate gameplay.
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Small suggestions. Easily implemented ideas, quickfire thoughts.
The ability to provoke a mass pillow fight in the brothel and sneak off with the elixir of maddening lust during the ensuing mayhem.
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Other D&D-Like PnP games that you want to suggest the dev's take inspiration from?
I remember combat in GURPS: after fifteen seconds of simulated battle I'd look up and find two hours had passed. Good times...
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Your soulstone - like a New Vegas Pipboy for PE?
Soulstone... does it come on a rope? If my soul is weighed down, I probably don't want to go swimming with it, do I?
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Degenerate Gameplay
My understanding was that on a miss it would do half minimum damage, which is considerably less than half damage. I though a miss was a miss but a glancing blow would do half minimum. Are we back to being unable to miss again? I was just responding based upon the original Josh Sawyer on Hit and Miss posting, but yes I think somewhere along the way it was indicated they were considering adding in the possibility of a true miss. Shrug.
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Degenerate Gameplay
My understanding was that on a miss it would do half minimum damage, which is considerably less than half damage.
- should mages have familiars?
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Small suggestions. Easily implemented ideas, quickfire thoughts.
Some of these ideas wouldn't be that easy to implement. Ranger battle yells related to his/her favored enemies. Ex.: "The only good orc is a headless orc!"