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rjshae

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Everything posted by rjshae

  1. 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?
  2. I voted "None" just to be a wiseacre, and because there was no "Let's let the writers decide" option.
  3. I do hope that pic of a duct-taped pet is just photoshop.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 50" 3D LCD? Hmm, maybe that's when the modders will finally add the horse mounts patch?
  11. If we push it a little further, can we add add big bushy sideburns as well?
  12. 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.
  13. I like to think these developers already know what they're doing.
  14. 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?
  15. Yes, that seems to be the majority opinion. Facing mounted opponents though is another matter entirely. Giddy-up.
  16. 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.
  17. Wouldn't it be fun if one of your characters could jump in the water, swim over to the broken bridge, scramble over the rubble and climb up to the top, then enter through the other door? Ah, someday...
  18. Gah, please, no Luck stat. It's not a real physical or mental attribute. In the traditional D&D ability scores, I like to relate the mental attributes to the physical ones, thus: Str <=> Int Dex <=> Cha Con <=> Wis Int is pure mental processing power and the ability to carry lots of ideas and memories; Wis is mental, sensory, and neural health; and Cha is adaptability to social circumstances or emotional IQ. Not an ideal mapping, true.
  19. She licks stuff. There isn't much more to say about her... Well there is, it's just really bad. Oh, you guys are harsh. She's a TV personality who works for IGN and has made frequent appearances on X-Play.
  20. If you go to the trouble of bringing the pack mules on map, then what about the oats they need? Would you model those as well? What about tents, sleeping blankets, cooking gear, travel food, repair kits, water, &c. How do you protect the pack mules from predators?
  21. I'd rather see PE make somebody's "top 100 games of all time" list a decade from now.
  22. They could remove the FoW for the "Casual Gamer" mode.
  23. I agree with the DA:O UI preferences mentioned above, or something equally elegant. However, if they have weather plus a day/night cycle, I would like an additional panel to track that information. Preferably including some sort of sky view. Thanks. Drakensang has another pretty nice interface:
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