Everything posted by rjshae
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In-Game Realtime Clock
For total immersion in a medieval setting? Hmm... wouldn't you just look at the position of the Sun in the sky? Maybe there's a magical clock of some type?
- Environmental issues in PE
- Different animation for health status?
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Forton is a Joke!
Poor Forton and his magic nipster clamps. I wonder if he is near sighted?
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Abandoned Ruins
Perhaps a legendary ruined site that has absolutely nothing of interest, but is so wrapped up in the lore of the land that multitudes have attempted to delve into the secrets of the place. After many attempts, the place has a reputation of utmost foolishness and even has its own an epitaph: Delver's Folly. Despite this, the occasional charlatan still uses the site for another profiteering scam. Newcomers to the region are a favorite target for this rigged game, with fake treasures being left where they are easy to find.
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In-Game Realtime Clock
There's no need to attack the poster. If you don't like the question, just walk away.
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New Races?
Why is this a problem? Surely you don't complain about games that have nothing but humans.
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Magic and the Economy
Along those lines, there are potentially other creatures besides horses that can supply heavy labor. Picture the trolls that opened and shut the gates to Mordor in the LotR movies. Wizards should certainly be able to summon and perhaps bind elemental creatures that can perform actions not possible with human laborers. There may be an entire industry centered around the capture and breeding of enchanted creatures for use in alchemical processes.
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Magic and the Economy
I agree that magic can have a significant socio-economic impact on a society. But there's a big difference between being able to cast a spell and being able to enchant an item. If the latter is difficult, then the economic impact may be greatly diminished. The magical ability to create permanent items is not a given either; conjured items may fall apart or vanish after a period of time (or disappear based on certain "tests" such as contact with cold iron). Hence, you'll still need people to craft physical items, even if you can use magic to heat the forge or spin the lathe. But it could increase the economic output of cottage industries quite a bit.
- Update #30: How Stuff is Made
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In-Game Realtime Clock
Most people have an alternative time source available, so I don't see this happening. But I think there are apps you can get that will overlay the clock in full screen mode.
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Inspiration for Godlike-races
It may depend on what is tolerated in the society, and how willing parents are to raise such a child. The list could be endless: Non-human flesh: either an unusual skin tone or an animal-like or alien hide. Transparent, opaque, or glowing. Unusual hair: crystal, feathers, plasma, wavy tendrils, hazy mist. Extra appendages: tail, wings, horns, antennae, fangs, extra arms, extra eyes, tubes, or throbbing buboes. Different bodily proportions: unusually tall, lean, or bulky. Odd joints. I suspect they will need to whittle down the list to a fixed set for budget reasons.
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Filler / Grind Quests
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.
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Terrain effects?
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.
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Character Expression
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.
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The Philosophy of Release Dates
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.
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Racial Speech Skill
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.
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The Philosophy of Release Dates
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.
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Yo, BG, Arcanum, Fallout, IWD...
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.
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Crafting and Classes
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.
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The Philosophy of Release Dates
Didn't we contribute because we thought these guys know what they're doing? Let them.
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Character Expression
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.
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Don't make combat repetitive
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?
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Verisimilitude
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.
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go easy on the special effects please...
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.