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rjshae

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Everything posted by rjshae

  1. This should be easy to model: if the party has somebody with a 'survival' skill then the corpse leaves a skin. Drakensang simulated it in more detail by giving an 'Animal Lore' skill. But that's perhaps too detailed for this type of game.
  2. I'd be okay with managing the stock ammo at the party level, with unique ammo being managed at the individual character level. I.e. have a pool of shared, low level ammo but allow individual overrides for high end ammo.
  3. If they work on building an enjoyable game that is representative of a Baldur's Gate brought up to the present state of the development art, then under two years. If they try and satisfy every single input from all posters on this forum, then at least double that time. Plus they will greatly exceed their budget, resulting in a calamitous failure and the end of Kickstarter. Well... maybe not quite that bad, but they surely won't be able to please everybody.
  4. I'm quite happy with the artwork for the mega-dungeon. But I don't think that continuing to extend the drawing is necessarily the best use of resources. If you are feeling bitter about the lack of visible feet then I think you are in a really strange place right now.
  5. I just hope they don't feel like they need to stock every little nook and cranny of a wilderness area with something to do. That just feels very unrealistic.
  6. From what I've heard you'll be travelling from location to location, rather than in a sandbox environment. There's bound to be at least a few locations that you only find out about through exploration or as a quest.
  7. These types of things have already been done in NWN2 and other games, so I'm sure they have it in mind.
  8. An advantage of the Forgotten Realms setting was that there was a lot of history and lore already developed, which the authors could draw upon for background material. Building up the lore from scratch will likely be a lot more laborious.
  9. Nah, they've already got enough to do. If we keep asking for every little thing, it'll take them an extra year to finish.
  10. Isn't a fan meltdown de rigeur for this forum? Wait for it...
  11. I would not mind this as an easter egg Debating the merits of hiding weapons in their plate mail jubblies, no doubt.
  12. With Ciphers around, one wouldn't necessarily have to start with a blank slate. A powerful Cipher may be able to insert false memories; perhaps even an entire false background (like the replicants in Blade Runner). Over time a character may begin to discover discrepancies in their personal tale, which will thereafter lead them to begin a search for the truth. This can really mess with a character's head, causing them to doubt what is real and what is not. Note that this could instead be applied to a companion instead of the PC.
  13. Thank you for the update and the nice artwork. It's all sounding good.
  14. ^^^^ You really don't want to mess with an evil fraction. But the others are not half bad.
  15. If you do hide the interface, then it would be nice to have a tab along the border to do a quick restore. (Yes I know there would be a keyboard equivalent.)
  16. D&D has no ownership rights to German mythology. PE can use the name kobold to their heart's content.
  17. Yes, nobody ever, ever comes to hate somebody they once loved. That's why divorce rates are so low.
  18. This would not seem to be cost effective use of resources. For example, the Shadowrun Returns is using ~2,000 polygon models. I'd think that should be plenty at the scale this game is being presented.
  19. Bit of a repeat, but... I'd like to start a game with a random seed mask and have each random decision point have it's own random value, then determine the in-game result based on an XOR of the two values. That way a reload of a saved game produces consistent results, but a new game generates completely different results. The net effect would be to make a replay more unique.
  20. It might be interesting if the PC had an old flame that he or she could re-kindle... with a sufficient quantity of buttering up. That approach was taken (somewhat) in The WItcher and I think it would add more depth to the character's background. It would also cut to the chase faster.
  21. I agree. Something on a smaller scale would be good; perhaps 8-15 capable soldiers who mostly patrol the stronghold and drive off unwelcome incursions into the neighboring village's farmlands (with the help of a few militia). That would increase the importance of the party for defending the stronghold and dealing with raids and such. Your staff might consist of a steward, the captain of the guards, and a few household servants; all very manageable. Plus your family and pets, of course. But that's just me. Are others looking for something more ambitious?
  22. Another sound feature I can appreciate is authentic footfall noises that depend on the type of terrain. Particularly for water, but also for noisy surfaces such as gravel and brush. Sucking bog noises, snapping twigs, clanging metal gratings, creaking stair boards, and so forth, all add to the atmosphere.
  23. I never quite understood that whole two-weapon specialization thing they added in D&D. The archery I understand because they're hunting-type specialist, but why would you favor dual weapons when fighting a bison or a bear? As woodsmen I think they would be more likely to specialize in agile fighting without a (cumbersome) shield, particularly with thrusting weapons.
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