Everything posted by rjshae
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Armor Slots and Clothing
Regarding undergarments, it would be good if the artists could make those look less like modern attire. There are some historical examples they could use for ideas.
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Fallout 4 Obsidian Petition
No (That's where Is topped playing FO3 and never finished the game) Yes it's a odd little circumstance, but I'd like to encourage you to keep playing. The fact that several of the kids were taken by slavers indicates that they've survived through luck and being well hidden, but their days are numbered.
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Update #30: How Stuff is Made
I found it interesting that the design slice is much larger. It left me wondering which part of the slice is the biggest contributor to the cost? Is it because this requires development of a whole new game system, or that this is a new setting needs to be fleshed out and integrated? Perhaps both?
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Terrain effects?
I think perhaps you're not looking at this correctly. Terrain effects can be implemented by applying area effects to the maps: regions are designated as a particular terrain type (say, heavy vegetation or light marsh), and anybody inside a region is subject to those programmatic effects. Once a particular terrain area effect has been scripted, it can be used over and over again. I've done the same thing in the NWN2 Toolset using the DnD effects and it works quite transparently. It took just a few hours to script all the different terrain types and thereafter I just apply it where needed. Yep, exactly.
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charismatic villains
I wonder if the developers will include any cut scenes featuring the main villains? That would be one way to give them more of a personality.
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Update #30: How Stuff is Made
This is clearly a case where the experienced professionals are much better informed about just how much QA to plan for. I just appreciate the fact that they are willing to share this much. The backup plan for this concern can be covered by the enhancement pack, which can include post-release bug fixes for the game engine (and so forth).
- No dumb memes
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I need Ironman mode because I have poor impulse control
Does that really count as ironman mode?
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Terrain effects?
It depends on how you feel about tactics as a gaming art. If you just want to line up and whack at your enemy until they drop, then exploiting terrain advantages probably isn't for you.
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Terrain effects?
Well if the outdoor combat all takes place in grassy fields with level roads then it wouldn't add much value, true. But terrain effects are a big part of what makes wilderness adventures different. Adding them in would give the game more of a table-top feel, assuming that the party will be adventuring in areas with actual terrain features.
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Terrain effects?
Yes, I agree, although coding the effects of height and slope would likely be a little more challenging. Another aspect that occurs to me is that terrain effects from vegetation features like brush and swamp growths would make Rangers and Druids more valuable during combat in the wilds. A sniping enemy ranger using hit and run tactics through thick brush could be a real headache for the party.
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Armor Slots and Clothing
Another reducio ad absurdum argument. I very much doubt that adding a somewhat more detailed inventory system is going to add significant overhead to your inventory management activity.
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Terrain effects?
I'd like to ask what you think about terrain features in OE and how much detail their effects should have on the game mechanics? It is certainly possible to implement a number of interesting effects from different terrain types. The terrain effects in DnD v3.5 included movement costs, skill modifiers, concealment, melee combat modifiers, difficulty of footing, and terrain hazards. Slopes had a significant impact, with movement being reduced when going uphill and eased going down, plus a combat bonus was received when fighting uphill from your opponent. I don't recall seeing much impact from terrain in the IE games. But I would definitely like to see terrain effects in PE, primarily because they can add a lot of detail and variety to the combat tactics. Of course, that would mean that the enemy AI will need enhancement so as to compensate for terrain and exploit it for tactical advantages. Thoughts?
- Respectful discussion
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Armor Slots and Clothing
That's about right for a more detailed armor system. Anything below about 5% of the target surface area (*COUGH*codpiece*COUGH*) is probably not worth bothering with in terms of armor. Something I wonder about is the wearing of rings in combination with gloves or gauntlets. If a ring is bulky, it may make it difficult to draw the glove onto the hand and make it less flexible.
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Stretch Goal - hire Justin Sweet to make portraits.
Frankly I wasn't all that excited by the character portraits in the IWD series; they seemed a little too drab and uninteresting. I suppose that fit the setting, but personally I prefer the warmer, more vibrant style of Fantasy artists like Igino Giordano.
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Effectiveness of Gear
In DnD at least, the effect of the attack bonuses is not that major; a +5 weapon is just improving odds of a strike by +25%. But that +5 to damage is a whopper. For a 1d8 weapon, that just doubles the damage right there. It'd be good if there were a better balance between attack and damage effectiveness.
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Martyr-Like Paladin/Saint
It might be interesting to have a party member give his (or her) life for some just cause, but then have the soul become trapped in a reliquary as a result of special circumstances. The mission of the party then becomes to find a new vessel for the martyr. Perhaps from a choice of bodies that have lost their souls as a result of some diabolical experiments? Your Paladin could then get an entirely new set of stats and skills, as well as a whole new outlook on life and death.
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Effectiveness of Gear
If a low-level character gains the equivalent of a +5 spear, then, realistically, there should be some repercussions. Once word gets out, then powerful figures should come looking to see if the character can be 'persuaded' to give it up.
- Update #29: Fulfillment and the Pros and Cons of Nostalgia and Realism
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Armor Slots and Clothing
It depends a great deal on whether hit locations will be used, which may in turn depend on the impact of garb on skills and spell casting. It should be possible to wear heavy body armor with little or not arm protection, in which case lock picking should be close to normal. If if hit locations are used, then more detail for armor slots is preferable: greaves, helm, arms, legs, feet, chest, necklace, belt, two rings, and shoulders, plus a slot for underlying garb. That allows for more variety in garb, with mix-and match items. Sticking with just the DnD slots is too vanilla and limiting.
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Abandoned big cities
Maybe they need to build some slow-moving human 'swarms'?
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Magic Mechanics that annoy you
I don't know if I'd call this is an annoyance, but spell selection in a game can start to feel like a loadout for an airstrike. In effect. magic seems like a (slightly weird) form of technology. Magic should feel non-scientific, which means is should be unpredictable, inexplicable, and almost chaotic in nature. Hence, using it as a mundane adventuring tool should have consequences. For example, I'd like to see some type of mysterious drawback for relying on the same set of spells over and over. As if you were burning a hole in your arcane linkages from overuse of certain spell patterns. Perhaps a spell becomes weaker and more inconsistent after a certain number of uses per level.
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Unwinnable Main Questline?
I simply can't take this seriously.
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Update today?
Wait for it... wait for it...