Everything posted by rjshae
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IWD2 - Game Killer for PE? Noooooo!
For me, the linear flow in IWD2 doesn't make an area feel better designed. It just feels pipelined like a factory floor. I've attempted IWD2 twice, but became bored from the linearity. The looser area designs of BG gave more of a sense of choosing my own destiny. Yes there were some bottlenecked areas leading to boss battles, but the looser mix of destinations felt a lot more like the table-top experience.
- IWD2 - Game Killer for PE? Noooooo!
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Project Eternity Update #36: Off to our elfhomes, but first...
Prior discussions mentioned Chanters being able to chain spells, so I'm pretty sure they will. If anything, I'd guess that blasts will be unique to wizards and that chanters will have some direct combat capability. I wonder though if by chaining spells they just meant a queue of spell actions, or if the chained spells would interact in some manner? Shrug.
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Allow me to make stupid decisions, please....
The one exception I'd like to mention is that of skills that normally take an extended apprenticeship to acquire. Realistically, it should be decidedly difficult to acquire such skills, unless you've already attained them as part of your starting class.
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Beasts of Burden and "Stash" Inventory
A few points: Just to enhance the plausibility a bit, I think there should be some circumstances in which the party can not access their Stash. For example, if they step through a one-way portal into another dimension, there's going to be no way they can transport loot back to their resting place. Hence, any circumstance in which they do not have access to a resting spot, they shouldn't have access to their Stash. Likewise, any time they are operating under a countdown or when they are being held prisoner. To limit potential exploits, they may need to limit what you can do while your stash is open. For example, if you are placing new loot in your stash, they would need to prevent the older stash-based loot from being transferred or dropped. What I would like to know is whether you get access to your stash when you're at a store. Will you need to transport salable goods to the store, or will it always be available?
- Project Eternity Update #36: Off to our elfhomes, but first...
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Flora, Fauna, Fungi and Fertilizer
Considering that underground areas are normally pitch black, creatures that hunt by touch and use entanglement and/or paralyzing toxins probably make evolutionary sense. Perhaps something that uses a Roper-type range attack to catch and paralyze its prey, while employing feathery antennae to sense movements. It could have a worm-like body so it can slither through cracks, then unfold its arms when a prey is near. For giant insects, I suspect that a centipede-like form is more realistic. The individual arms don't need to be too large, yet it can grow to a significant size. Perhaps give it a stinger arm and grappling mandibles. It would be relatively slow compared to other animals, so it may need to rely on surprise. Perhaps the outer shell has developed a chameleon-like camouflage ability that allow it to remain in place, then ambush a passing animal. For draconic beings, I'm not too fond of the color dragons from D&D. Instead, creatures that have adapted to individual biomes would be fitting. For example, a Forest Dragon could be long and sinuous so it can wiggle its way between the growths. The arms would be long and grasping, allowing it to pluck victims off the ground then bite their heads off. It may still have wings, but they are built for gliding across open meadows.
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Tabbed inventory (separating items by type)
It might depend on how they display the inventory. With a grid system, tabs might make less sense. But they could always do a combination: a grid tab for inventory placement, then item-type tabs for displaying item properties.
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Pets in Project Eternity, can they be done better and what would you like to see?
One of the best ever pets in a video game was in Torchlight (and its ancestor: rogue-likes such as Nethack). Totally unrealistic, of course.
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Class Weapon/Ability Ideas
If any of the classes are restricted by weapons, it should be based on practical reasons like cultural preferences, legal restrictions, roles in combat, or training availability. Hence, rogues may tend to carry weapons that are easy to conceal or are useful from ambush, while druids would likely use weapons that can be crafted from natural materials found in their area. Possibly the chosen character background could be used to determine what weapon training your character has received on a per-class basis.
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Project Eternity Update #36: Off to our elfhomes, but first...
At least the isometric view removes one of the reasons for pausing: rotating the camera to see what is going on. Another reason for pausing is to see what sequence of actions your characters are up to. Drakensang did a decent job of communicating this by showing action icons next to the character portraits. The problem there, of course, is that you had to keep looking up from the battle to see the character portraits. I'm not sure if there is a better way to communicate this information, besides the animation sequences. Shrug. In the IE games it helped that spell casting was made obvious.
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Wapon size scaling
Speaking of "wapon" scaling, how's this from Dark Souls 2?
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Project Eternity Update #36: Off to our elfhomes, but first...
Yes, that was my thinking as well: that it functions like a storage chest. A portable storage chest so you don't need to keep trekking back and forth to your base. It's a reasonable approach and I'm still not seeing a cause for significant concern. If there are some specific design issues with it, well then presumably those will show up during testing and the designers can fine tune it. What I didn't like about the inventory system in the old IE games were cases where you would overfill your carrying load, then need to spend several minutes shifting pack loads around until everybody was mobile again. Hopefully the Stash will reduce or eliminate this problem. That seems like a positive in my book.
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Pets in Project Eternity, can they be done better and what would you like to see?
Suddenly the sheep start to look nervous...
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Scholar Skill: How much can fit it? & Multi-Tool Skills
A more detailed spread of scholarly skills would require that the party is going to spend a lot of time performing research or investigation. I'm not sure whether that will be the case in PE. Having multiple scholar skills may be counter-productive if they have little use in the game. Players won't be happy spending a bunch of points on a skill that has a low value.
- Priests and undead?
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Flora, Fauna, Fungi and Fertilizer
A point? Nope. Just wanted to chat about wildlife, so I threw out some discussion points.
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Flora, Fauna, Fungi and Fertilizer
True. Giant flies would be more like rabbits and deer; added for a bit of flavor rather than being something perilous. But you don't get many birds in dungeons, so you'd need something to catch in those giant spider webs. I'd actually like to see some giant centipedes appear in the game; I know they're probably difficult to render well, but for me they've always been a staple of low-level dungeons. Hovering creatures, like harpies and stirges, seem okay to me, as long as they show some vertical range of motion during animations.
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Modeling weapons in PE
I like to see just enough detail to differentiate the weapons and make the tactical choices interesting, yet not so much that the game gets bogged down in details. But the developers are in the best position, and have the necessary experience, to make that choice. I'm sure I'll be happy with the combat system they decide upon; what I've heard thus far sounds decent.
- Project Eternity Update #36: Off to our elfhomes, but first...
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Project Eternity Update #36: Off to our elfhomes, but first...
^^^^ Oblivion allows you to pick up every little thing and sell it, down to the turnip, quill, and worn garment. Likewise, there was lots of low-value stuff available in Fallout 3 & NLV. Yes there were weigh limits, but you could instant travel back and forth between the location and a store. For me it never become a problem having all that low value loot available.
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Summoning
The cRPGs based on D&D 3e (like NWN2) didn't fully implement summoning. You're supposed to be able to summon 1d3 copies of creatures from the next lower level summoning spell, or 1d4+1 copies from the spell two levels down.
- Project Eternity Update #36: Off to our elfhomes, but first...
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Flora, Fauna, Fungi and Fertilizer
Just a few meandering thoughts this morning: If a setting has giant spiders spinning giant webs, then shouldn't it have giant flies be capture by said predators? Flies the size of a cabbage that like to land and suck all the grease out of the barbarian's knobby scalp. Maybe the goblin equivalent in this realm keeps giant flies in cages and feed them their scraps and dung? Perhaps if there isn't enough scavenging, then the flies will circle injured party members trying to suck up their blood? When there are giant bees buzzing around, why aren't there giant flowers for them to gather honey? Great big rhododendrons and tulips the size of a covered wagon. Huge flowers that emit clouds of will-sapping scents that daze and confuse creatures, leaving them vulnerable to insect predators that can spread the pollen. Maybe there are giant flower nymphs that make their beds between the soft petals and befriend the visiting insects. If Ents are giant walking trees, how do you suppose they mate? Do they walk around dragging their branches through other trees to collect the pollen? Or do they make little walking seeds that go looking for pollen to collect? A little scattering her of seedlets would make for a novel sight. But perhaps the Ents do it like all the other trees and just let the pollen drift or be carried by insects. But in that case, why do they need to walk? How do you suppose an ooze can tell you're there? Do they feel vibration through the ground and head toward it? Or do they form little polyps that can generate sensing organs? Are they scavengers and head for the stinky corpses? Maybe any bodies left behind by the party should occasionally attract a random slime or two? What do you think? Any interesting or unusual thoughts per the subject?
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Wapon size scaling
I think the premise is that magic items can scale themselves to suit the owner. That's probably not very plausible, even with magic, but it does make the game more playable since any item can be used by virtually any character.