Jump to content

rjshae

Members
  • Posts

    5230
  • Joined

  • Last visited

  • Days Won

    96

Everything posted by rjshae

  1. For the love of all things merciful, please, please don't ever do another Cespenar voice-over. Just reading the words makes my eyes burn...
  2. ...only while seated upon a magical throne that has a small chance to turn you into a charcoal briquette.
  3. You're assuming that the sleep lasts 8 hours? My thought is that 'sleep' is just a representative mechanic for withdrawing from the field of battle until you're healed up and rested. If the developers want to make it realistic, they can make the rest period last for several weeks and require you to withdraw to some place where you can get proper care and have your humours balanced with leaches and purgatives.
  4. Glasses-free 3D technology has already been developed and is becoming available commercially.
  5. Mmm... weird idea: psion stalker. Say you have your romance, wed the gal (or guy), settle down at your house (or stronghold), then begin having strange, tormented dreams in which you are cuckolded by your spouse. It begins to pay havoc with your mind, causing you to see problems where there are none and to fear the worst. Your spouse begins to suspect you demented; your interrogation of the staff means they avoid you and generally don't speak in your presence. A few even leave outright. The source of this problem is a psion who secretly holds a burning desire for your spouse and is using his (or her) skills to drive you apart. He (or she) has infiltrated your household and is wrecking havoc on the place. Each time you leave, you return to find the place in an even worse state. What will you do?
  6. Some weather-related lighting might be a nice touch: sunny day = sharper shadows and brighter colors; cloudy or rainy = faint shadows and more subdued colors. A sunny dusk or dawn could emphasize warmer tones with lower lighting levels. Moonlit and moonless nights would be another effect that could emphasize the flow of time.
  7. True, but then Fallout was a skill-based system so perks make more sense in that context. In a class-based system, talent trees can be better targeted toward individual classes. They may even provide a multi-class (or prestige class) like capability.
  8. How do you guys feel about the possible use of talent trees in OE? (That is, a branching tree of capabilities that you use to customize your character at level-up.) I have seen some nice implementations of talent trees, and others that were decidedly weak.
  9. I only hope I don't see vendors standing around their stalls at midnight waiting to sell you some fruit (or whatever). I distinctly remember that from the BG series games.
  10. Unless a game is built from the ground up with curses in mind, I don't think they are worth the bother. They are a minor aspect whose main purpose seems to be to confound players who are too eager to use magical treasure. At best, they can be useful as motivators for unexpected NPC behavior.
  11. Merchant abilities could be implemented using talent trees, if the designers choose to take that route. Otherwise, I think you're pretty much stuck with tailoring a rogue using merchant-like skills (appraise, diplomacy, lore?).
  12. If you're willing to do this, then you may as well make Health damage impact other attributes as well, such as Strength and Dexterity. The Drakensang/RoT cRPG uses a system where you can get up to four wounds, with each decreasing a number of stats. Of course, in that game you have an available means of repairing wounds during combat. Perhaps the developers didn't want to go too far in that direction? Those injuries do tend to significantly cripple the combat capabilities of the wounded character.
  13. Sigh. One might suspect that these 'explanations' were invented after the map was drawn.
  14. While an approach like this is interesting, it may be too much of a detail to be worthwhile implementing. However, if it was included, I could see weapon type familiarity being implemented as an 'Accomplishment' with some suitable benefit (such as a bonus [or non-penalty] to special attacks like disarm or feint).
  15. I think it wasn't so much that it was bad, as that it didn't match people's PnP experiences. I didn't have a problem with the IE approach, and it's probably one of the easiest way to code up the identification process.
  16. Damage absorption by armor is being discussed here.
  17. Yes, AC is a high level probability roll up just like hit points are a high level combat impact roll-up. They're okay as long as everything is kept simple, but they don't produce anything resembling realistic results.
  18. Yep. Too much effort required for not enough payoff, even though it's still fun to think about the possibilities.
  19. The biggest flaw seems to be the backwards river running through the Free Palatinate of Dyrwood. The forks in the river are all wrong. If they fix that then it wouldn't be so bad. Overall I like the look of the map; it's done in a classic fantasy novel style that feels very nostalgic.
  20. Please explain. Given the limitations of the human visual system there is no reason not to go lossy. You simply need to make sure not to go overboard, and no one will be able to tell the difference. They could perhaps do a hybrid approach: lossy compression for the background, accompanied by non- or low-lossy overlays for regions that display obvious compression artifacts.
  21. I live in a state (much smaller than Spain) where the biomes range from rain forest to semi-arid, with old growth forests, rolling planes, glacial mountains, islands, wide rivers, rapids, volcanoes, earthquakes, brush fires, floods, landslides, avalanches, beaches, waterfalls, and so forth. Hence, it's entirely possible to have a good mix of conditions yet retain environmental realism.
  22. My understanding is that Stamina is not going to be used for non-combat activities.
  23. Short-ranged click = walk; mid-ranged click = jog; long-ranged click = run. Greater speed = greater likelihood of being spotted or heard from a distance.
  24. I'd like to second BasaltineBadger's comments above; this has been so overdone. If powerful items are made available, the process of acquiring them should somehow be made very exclusive. The other one, of course, is a generic +X weapon, armor, or shield. Every magical item should have some form of distinctiveness, even if it is only minor. This could be a small skill or save bonus, or perhaps a minor attack-only bonus against particular enemies. I'd also like to find useful items that include negative qualities so that the player must make tradeoff decisions.
×
×
  • Create New...