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rjshae

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Everything posted by rjshae

  1. I like seemingly ordinary side-quests that come back to play a surprising part much later in the story, whether for good or ill. The reprise adds to the drama by making the original effort feel more significant.
  2. Does the available selections really matter that much? The role of summoned creatures in games primarily seems to be as a damage-inflicting shield. It might be nice to be able to give them more roles than just cannon fodder. Perhaps send them ahead as scouts or deploy them as sentries while resting. They could deliver messages, search for herbal components, trigger traps, distract enemies, and so forth.
  3. Could just have a number representing the weight in one of the corners? Or maybe a sort by weight button with the heaviest stuff clunking to the bottom.
  4. The soul-centric nature of the game almost begs to have some tie-ins to past lives. Acquiring some of the benefits and penalties of those past existences could be a nice element; almost comparable to the Baldur's Gate experience. Shrug. Otherwise I just prefer earning character rewards the old fashioned way. Adding extra bennies without a tie-in to the story just feels a crutch.
  5. They've already done some talking about speeding up map transit via various means, so there may be rent-a-horse locations available that provide instant travel. The landed nobility must be horrified at the concept.
  6. I've always thought that encumbrance should be based on the moment of inertia, but that's just physics for ya. Yes, varying inventory grid slots by item size is a nice touch. Some way of quickly seeing the heaviest items is also useful.
  7. Yes, and you don't want to throw in so many goals that you lock up your flexibility to make decisions further down in the design process. Sure it wasn't quite perfect, but so what? Kickstarter itself is still relatively new, so the best approaches are still being worked out.
  8. Perhaps it's become a stagnant culture because everybody who matters is wrapped up in the broken souls issue? Or maybe there's a book-hating deity who deep fries anybody that even thinks about making a printing press? Perhaps the two are interlinked somehow?
  9. Err... ancient Rome, Greece, and China? Put those in the context of the medieval Europe and that's what you'll have.
  10. I've played Divine Divinity and even Divinity: Ego Draconis. The first was a good game with some interesting ideas, the second... well, it was disappointing to say the least. Yep, Divine Divinity was a blast to play, and to replay. I played through Heretic Kingdoms as well; it had some good ideas and a nice look, but was far too linear. Of all the party-based RPGs, I've pretty much enjoyed the D&D releases the most. Give me v3.5 rules with BG-series writing and I'd be a happy player.
  11. Specialized roles create more interesting tactics. It's like the infantry-armor-artillery trifecta in modern combat. I like having distinctly different specializations and hope they don't wash it down too much.
  12. The drawback of build-your-own party is that you can't build sophisticated interactions based upon character background. That's one of the elements I really missed in the IWD releases. OTOH, it might be a nice option to start the game with a sidekick that you've known since early childhood, and for which you have some customization choices. (Like a limited selection of classes that complement your own.) The game could always kill off the sidekick later if he is getting in the way of the story.
  13. The $65 contribution level states that it will include a "boxed version of the game". Therefore they will likely have to produce a boxed version. If they don't, then controversy will ensue... ...but they could just mean a disk in a cardboard folder, which is very cheap to mass produce.
  14. The most enjoyable damage system I've come across was in Drakensang. Unfortunately that probably wasn't as widely played as it should have been. But I think it gave a nice balance between debilitating damage and hit point damage.
  15. Vancian casting is just a form of conditional cooldowns. I like to see a more sophisticated cooldown system: short-term cooldowns of individual spells and long-term cooldown of the mana pool. (Yes I know that's been done before. ) I'd sure like to see spellbooks have some role in a game. Maybe weaker spell casting with much longer casting times and lower mana cost?
  16. This brings up a really awesome question. Can linear gameplay be fun? In any story there will be plot points that play out a certain way. So for the gameplay element here we are looking at a bigger mechanic where there can be some really polar opposite feelings. Basicly Story Vs. Sandbox. I think this is one of the reasons why I love the whole RPG game world. There are so many different ways to approach it. My experience has been that highly linear games need a lot of good ideas and novelty to be interesting. Ditto for conversations. On the other hand, sandbox games can grow tiresome after a while because the challenges and opponents tend to be clones of each other. I'm sure it's hard work for the developers to find a good balance and stay within budget.
  17. I like your idea of the perception, and perhaps the "substance", of souls varying by race. After all, in a pantheon the destination of your soul can vary depending on whom you worship. That's bound to have some impact on the cluture of a race. I could see dwarven souls being stolid and tightly linked to the clan, making family honor highly important. Elven souls may be linked to nature, so, for example, they become tortured by the destruction of their forests. A race-soul linkage could be a significant driver of cultural behaviors. It may also drive funeral practices and make protection of burial sites highly important.
  18. Makes sense. They would need much more expansive maps than those used in BG/IWD for horses to be useful. But I'd still like to see it being used well by enemy combatants because of the extra challenges it would create. There's nothing like being run down by a mounted knight to make you feel not quite so all-powerful.
  19. Mmm, it will be most amusing for the party's task to be made most miserable by mounted archers that they can't run down on foot. Here's hoping it will happen... Me thinks certain gamers have not learned proper respect for mounted cavalry because of modern history.
  20. Yes, I'm all for a sophisticated combat system that gives situational value to each class of weapon, armor and shield. As long as it isn't cumbersome and doesn't drag down the game in details.
  21. I'm curious, is this opinion based upon your experience with mounts in other games? E.g. mounts in Oblivion, which were difficult to control and fight from. To me they seemed a positive feature in an isometric viewpoint such as the early Warcraft RTS.
  22. To feel independent, these would need to be time-based events rather than events being keyed upon the character's progress. This could be used to key certain interactions and side quests, which would add replay value but make for a longer development cycle. (I.e. side quest X is only available during this time slot, which the player may or may not have access to depending on their progress through the game.)
  23. This thread? http://forums.obsidian.net/topic/60726-things-youd-like-to-see-in-pe-that-havent-been-done-before-in-a-crpg/
  24. Well personally I like the idea of mounts in a RPG. But if they aren't available for party members, it still represents a big hole in a FRPG for mounts not to be available for NPCs and enemies. For example, giving bandits light mounts would make them a lot tougher to tackle since they can just ride away when the party proves a tough egg to crack.
  25. A setup like the celtic Seelie vs. Unseelie courts would be good; possibly with the Seelie representing order and the Unseelie chaos. Hence, the Unseelie would have strange, evil powers and be allied with wierd mutant creatures like giant spiders with a stinger tail, &c.
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