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rjshae

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Everything posted by rjshae

  1. 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.
  2. It would be an interesting advantage for Rangers to be able to partially bypass enemy terrain concealment advantages. Rangers are likely to be more used to firing bows in dense foliage, or around terrain obstacles, so that advantage would make a certain amount of sense.
  3. It's perhaps possible they could address the uncanny valley by applying postprocessing techniques like converting a 3D image to simulated watercolor, or applying a frosted glass or gaussian blur effect to the image so the features are less clear. The modified emotive face could then be used as a backdrop to the text. But that's just speculation on my part.
  4. It probably depends on how much of that expansion can be done in parallel, and how much of it has just added more bottlenecks. I suspect that features like the adventurer's hall can probably be done in parallel, for example, as can the endless paths and the stronghold.
  5. I'm not sure how practical it would be, but having a set of cultural modifiers to interpersonal skills might be an interesting way to reflect both language difficulties and regional distrust. If a party-based communication dialog is used, these modifiers could make different characters useful under varying circumstances. For example, that boorish half-orc barbarian with the unpleasant body odor may actually be useful when interfacing with goblinoid races. Likewise, you might not want the charming dwarf bard speaking up during negotiations with a race of dwarf-hating giants.
  6. Shenanigans. Faith is so 13th century. Not really; just lots of practical experience in a business environment. Having people with no practical experience in this matter try to micromanage every aspect of the game's development is folly. Let the experts do their job.
  7. It always seems a little other-worldly to me when somebody goes on about how great PST was; I just didn't find it that interesting. Yes the characters and the setting were novel, but the story didn't grab me as it did others. For some reason I just preferred the more grounded setting and characters of the BG series. They made the unique elements of the plot stand out more.
  8. Yeah, I like that idea as well, particularly for the crafting that requires master level skills. The player can supply the need for an expanded laboratory with assistants, plus the acquisition of rare items and formulae, while the master crafter supplies the skills and experience. I've never liked the option of spending precious skill points on crafting.
  9. Didn't we contribute because we thought these guys know what they're doing? Let them.
  10. I'm reminded a little of some of the older cRPGs where the facial icons could express sickness, pain, and so forth. But I'm starting to agree with some of the posters above that it might not work well with this style of game. Well-written text can communicate emotions quite effectively, as can colors and sounds to some degree.
  11. Besides the types of enemies you face, combat can be made interesting through the tactical situation. Variations in the terrain types, opportunistic cover, deception and surprise maneuvers, unusual environments, party handicaps, and even negotiations can all make a fight unique and memorable. Yeah, yeah, I know... these are all obvious. Yet they rarely seem to be employed in cRPGs to liven things up. Another feature I'd like to see more frequently is the opportunity for the party to plan out an attack in advance, whether through scouting or from information obtained by an informant. Battle planning can be a fun element of the tabletop experience, but in a cRPG it often ends up being done after the first play through. Why not let us do it beforehand?
  12. Which bespeaks another issue: placing modern sensibilities in a medieval setting. Why would they have a bathroom without plumbing? But yeah, a variety of kids and some pregnant women would be good, as would repercussions for breaking into somebody's home just to look around. In fact I'd like to see a door greeting system in place: rather than just opening a door and walking inside, the player should knock and be greeted at the door.
  13. I disagree. It's like gunpowder smoke on a battlefield; a lot of energetic spell effects are going to make it more difficult to see. But the visibility issue should be reflected in the ranged targeting odds.
  14. Well thank you for that information, Captain Obvious. You're quite welcome. Now do you actually have anything constructive to say on the topic? Thus far it appears not.
  15. It wasn't difficult to control the camera in nwn2, and I don't think it was a distraction. I think that is a better comparison to make than "3D FPS games", since they aren't even the same genre. No it's not "difficult" to control the camera, but it's something you constantly need to be doing. In IE I find myself clicking on the destination then paying attention to the surrounding terrain, whereas in NWN2 and others I have to frequently turn, tilt and change the zoom in order to get the best view. You might not notice yourself doing it, but you are nonetheless.
  16. Okay. Well something the developers could do that provides realism and is relatively cost-effective to implement is a plague. Have something the party does lead (indirectly) to a plague sweeping through the villages and towns, leading to death, misery, distrust, and fear. Villages will close their gates to outsiders, people will stop talking to each other, and the party will witness acts of individual heroism, selfishness, and depredation.
  17. Was it really necessary to state this? It's a given that the game isn't going to live up to all of our expectations, but this is a forum, and until something new is realized their isn't much else to discuss. Umm... likewise?
  18. I'm fine with an isometric view because it involves much less of the type of distracting camera management you need to perform in 3D FPS games. The one thing I might miss is being able to climb up a rise and see what lies beyond. Possibly they could implement a limited FoW system that will simulate this effect, at least with regards to being able to see other creatures.
  19. Unfortunately this game is just a simulation with a limited budget. There's no way they can approach the level of realism that will leave you believing such a place exists. Corners will be cut, some level of simplification will be applied, and there are always going to be actions you'd like to be able to do but can't because it wasn't implemented. At most you can hope for a good level of grittiness, plausibility, and attention to detail.
  20. I always get a hollow feeling when I return to a settlement later in the game, only to find that everything is exactly the same. I think I'd prefer seeing both cities progress over the course of the game, which would require that you return to the first city and find that some things have changed and the conversations have altered. If the designers can't do that, then I'd almost prefer that the party be banished from the first city.
  21. How is that a problem? It's realistic to come back to an unsolved problem when your skills have improved. I'd just call that a good simulation. I think it actually encourages for more abuse/reloading with this system, since there'd likely be ways to alter your skill (equipping items, drinking potions, using abilities, spells...) to trigger another XOR check. You could just keep altering your skill until you succeed with the check, making the system not much different from the original one, in my opinion just adding further annoyance rather than solving the problem. The key difference is that you're attacking the problem using in game mechanisms. This isn't a problem because it fits what happens in reality: finding a better tool to do the job. Let the player drink potions, use better tools, or level up. It's a core element of the cRPG that you can solve problems this way. What the developers would need to do is to allow multiple attempts to solve the problem, so that the player can expend resources to get past that obstacle, if they so choose.
  22. This. This is the essence of good design. Ah, so every game that has ever been made is a bad design? You're espousing nonsense. Making the game especially hard to reload just encourages a different path through the game; one that requires dealing with failure rather than just reloading until you obtain success.
  23. How is that a problem? It's realistic to come back to an unsolved problem when your skills have improved. I'd just call that a good simulation.
  24. Ah, no. This one is just too restrictive. I'm okay with the idea of your character becoming increasingly familiar with a piece of equipment and thereby gaining some benefits as the game progresses. But the idea that the PoS armor you acquired at the start can't be replaced with a new suit made by a master craftsman is completely unrealistic.
  25. I think it's easier than that: at the start of the game a global random key is generated. During the game compile, each randomly branching outcome is also assigned a random value. During play, each branching outcome is determined using an XOR operation between the global key and the outcome random value. Thus the game save only needs to store one key. And yes I've suggested this before.
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