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rjshae

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Everything posted by rjshae

  1. I don't have a problem with "traditional" potions. They're a resource just like spells. If you don't like them, sell them and buy something else. Most of your concerns appear to be regarding game balance; but if they modify the potions to be more difficult to use and less impactful, that just means they will have to balance that with something else. Potions would need to be more common or encounters less difficult.
  2. I prefer the concept of being able to "push" a spell. That is, you can choose to invoke a spell at a more powerful caster level, but at a not inconsiderable risk to yourself. The consequences of a failed push could range from singed eyebrows to summoning the archdaemon Yaegholith from the 56th plane of endless suffering to come and smite you most profoundly.
  3. I guess I was a little miserly and just pledged $65 for the boxed copy; normally I'd wait to see the game reviews before paying even close to that amount. Still, I am tempted by the T-shirt and the almanac.
  4. Oblivion handled this decently well, but that was a sandbox-style game with a (presumably) large development budget. BG at least has a reputation system with significant consequences for killing innocents (which perhaps could have been implemented better but at least it was there). I agree that many CRPGs don't handle thievery well. You can often loot from containers to your heart's content, even within sight of the owners of an establishment. That's not a realistic simulation. Maybe containers should issue AI shouts that trigger appropriate behavior on nearby NPCs? (Help, I'm being looted! )
  5. Number 3. The less handcuffed I am in choosing a character I want to play, the better.
  6. Riddles can be fun, but they aren't so great for re-playability. (But the same can be said for other puzzles.)
  7. The good news is another level is being added. The bad news is the levels are all 10 ft. by 10 ft. rooms connected by an elevator.
  8. Impressive pic. Unfortunately you can see the tiling in the water area, which detracts from the scene. Maybe they need to use Penrose tiling, or some similar non-periodic method?
  9. I voted "None" just to be a wiseacre, and because there was no "Let's let the writers decide" option.
  10. I do hope that pic of a duct-taped pet is just photoshop.
  11. Yes it's been discussed before several times. For me the best bet would be for Obsidian to license it to a PnP gaming company.
  12. It would also be good if the game somehow reflected the amount of room needed to properly wield a weapon. Staves and Zweihänders should be difficult to employ in narrow passages or when fighting shoulder to shoulder.
  13. I'd just like for there to be a reason for sub-races to exist, whether it is evolutionary adaptations or the will of the gods. Hopefully they will get rid of that favored class nonsense and replace it with something better.
  14. If they base PE on a D&D-like system (as it sounds like they will), possibly they could use different mental stats for the DC modifier against Fort, Ref, and Will. I.e. use the Int modifier against Ref saves, the Will modifier against Fort saves, and the Cha modifier against Will saves. Combining that with a reduced reliance on Int for bonus spells and spell level restrictions would increase the incentive for wizards to improve their other mental ability scores.
  15. I have mixed feelings about this. Trainers worked decently well in Oblivion, but that's mainly because that system uses percentile ranges and has no classes. I'm dubious that they would work well with, say, the D&D 3e rules set. But they would be okay for special feats or rare spells.
  16. Sorry mate, I do agree with what you're saying. It's good when a setting is self-consistent, and everything makes sense at a certain level. Sometimes I wonder though whether fantasy gaming has rationalized the topic of magic a little too much. I mean, folklore has magic being mysterious and unpredictable. Instead, everything magical in a RPG is neatly packaged in a logical set of consistent rules with repeatable effects.
  17. 50" 3D LCD? Hmm, maybe that's when the modders will finally add the horse mounts patch?
  18. If we push it a little further, can we add add big bushy sideburns as well?
  19. Remember, for their time period, the IE games were a huge step up from the old Gold Box games. Concepts in usability design also evolve.
  20. I like to think these developers already know what they're doing.
  21. Oh, there's definitely room for improvement--for one, that base screen resolutions are much higher should help with that too. I just started a new game of IWD2 but have decided to shelve it for both work and school, but the UI, hm... I don't like it compared to BG, even despite the fact that people get attached to what they got used to first. I haven't played BG in a long time, so I don't think it's muscle memory getting in the way--the IWD2 interface doesn't seem very smooth, a bit cluttered and stuffed at the bottom of the screen. I rather liked the 3-bar wraparound UI of BG because different elements could be disabled. Yeah, darn those decade old interfaces that were written for much slower machines with smaller displays. Why aren't they as good as the modern games?
  22. Yes, that seems to be the majority opinion. Facing mounted opponents though is another matter entirely. Giddy-up.
  23. Mounts in Oblivion felt awkward to control and all they did was get you into trouble faster. I like to think that a click and move game system like the IE series would work much better with mounts. But no matter.
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