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rjshae

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Everything posted by rjshae

  1. If a withdraw-rest-return system is implemented, then you should still run a not insignificant risk of a random encounter at some point during the cycle. Otherwise it means that time doesn't matter. Even if you don't need sleep for spell recovery, fatigue is still a factor in any game that takes the art of role-playing seriously.
  2. Yes, those are decent. You might do a little work on the jaw-line though; some of the males are perhaps a tad too feminine with their small jaws.
  3. Perhaps others have a different view of lore books, but I've never seen a lot of value in having detailed, in-game book entries. I'd almost prefer to see a book review style description with specific entries pointed out. It would be nice to see a few illustrated books though, including maps, sketches of once fine glories, images of historical figures, and so forth. But I know those would take up more disk space.
  4. Perhaps they could implement a simple phonetic system that gets re-arranged based on the spell? But even a murmored buildup to the spell release would be good.
  5. 50 minutes does seem very short. A stretch goal of the sort you mentioned would be fantastic. Does it? I'm not sure really. Hopefully there will be long pauses between replays where we can experience the ambient and localized sounds of the environment in their entirety.
  6. Interesting. The mystery remains, however. What do the guys at Obsidian want with 2D artists? If Project X is not an IE game, could it be a sequel to one of the IE games running on the Onyx Engine and so, therefore, more 2D artists will be needed? Also, the words on the main page lead me to believe that this is going to be a fantasy title rather than Fallout or Alpha Protocol. It's not a mystery. They've already stated they will be using 2D images, presumably mapped onto the 3D representation in the isometric perspective.
  7. I like more detail in the armor system than is typical for D&D. The inventory system for Drakensang would be ideal, although I'd like more categories.
  8. One thing I would like to see is that the situation changes whenever the party retreats to a campsite. Enemies should become aware of the threat and react accordingly. Reinforcements should arrive, traps should be deployed, and ambushes sprung. The enemy may even trail the party back to camp and perform a counterattack when everybody is asleep. Walking back to the campsite is okay early in the game, but at higher levels it would be nice to have the resources needed to rest in place. I mean, why can't we have the equivalent of rope trick, Leomund's secure shelter, Daern's instant fortress, or Mordenkainen's Magnificent Mansion?
  9. I like those feel good moments when something positive gets accomplished despite all the odds. It could be solving a challenging puzzle, finally being victorious in an interesting tactical situation, winning the friendship of a likeable NPC, or rescuing the princess from an evil fortress.
  10. Recycled, non-radioactive material. Seriously, if it's not going to have a printed manual, I just want something that will protect the disk and won't take up much space in the drawer.
  11. I don't find the stretch goals all that unreasonable. There's just an excess of cynicism among some of the posters in this forum. Cynics, jaded players, gamers with an axe to grind, overly inflated expectations, the list goes on. Personally I wouldn't sweat it.
  12. Arrows in the games probably have reasonable weight, but unreasonable storage characteristics. Characters can carry around hundreds of arrows with very little impact. In reality that's a lot of bulk. You never see hunters carry around more than 10-20. Not sure what can be done about that though.
  13. I've always found the character rising from a firstie to a high level character within a few game weeks to be completely implausible. Including some significant jumps in time would allow the player to better see the consequences of their actions. I think the Conan RPG did something like this, where stretches of time and changes in locale would occur in between each adventure.
  14. This. I suppose you are talking about individual spell experience? So the Magic Missile spell would level up the more you use it, correct/wrong? I support this. Kind of. If you try to learn it yourself and use it without a spellbook, at 5th level you'd cast Fireball at the first level or proficiency so it only causes a wimpy 1d6 damage. But by repeatedly using it, or by advancing to 6th level, your caster level would increase to 2nd, 3rd, and so forth. Might be too much detail though. Shrug.
  15. One factor that needs to be taken into account in a fantasy setting is the impact of magic. It's the great equalizer, and it prevents you from taking people for granted based on just their physical attributes. Another is the effect of meddlesome deities, who can cause cultures and beliefs to change. A warrior goddess who champions female fighters, even if they rely more on guile than muscle mass, can enter into people's thinking and change perspectives. Hence I'm not sure the answer is all that straight forward.
  16. Yes, it's very good; setting a proper mood for a serious drama. I enjoy celtic music so the Dirge of Eir Glanfath works for me, while The Road to Eternity had a nice dreamy quality to it. The prelude had a less than smooth transition at the 0:50s mark, but that might be from the little speakers on my HP laptop. It was otherwise nicely operatic.
  17. Speaking of spells, I wouldn't mind seeing a more sophisticated system of spell learning. Hmm... how about if you always learn a spell at lower level of casting? Each time you cast it, or each time you rise a level, there's a chance your spell level increases. (Achievement!) You can bypass all of this by going to an instructor, or carrying around a weighty tome of your known spells. Yes I know the munchkin gamers won't like this.
  18. Well at least nobody asked whether she had a cod piece.
  19. Bagpipe-blowing scottish dwarves in kilts would be wicked! Joking, of course...
  20. Another approach would be to apply negative consequences of magic use. As you start rapidly firing off spells, you become a magic 'sink' (rather than a 'source') that draws in chaotic energies from the surroundings. You start acrueing penalties to your saving throws and, at some point, your spells suffer an increasing chance of a failure or even backfire. Continue down that road my friend and, rumor has it, you may even be swallowed whole by a vortex of chaotic energy. The net effect of the accrued negative consequences is that Wizards will want to conserve their magic, using it only when necessary. Avoiding magic use gradually allows your body to return to normal, eliminating the penalties. Yes it's kind of a cool down system, but one that allows unlimited spell use... if you are willing to pay the price.
  21. Gather all ye whinners and ye shall march forth and grumble...
  22. I guess it's safe to say that death metal will not be in the repertoire? Love a well-done music track; it can really put the game over the top. Can't wait to hear it.
  23. Having a house pet would be a nice touch. Maybe some hounds for a bit of hunting and a good mouser for keeping out the vermin. A nice touch would be to have the dog(s) give me a giddy greeting at the door.
  24. Another notion along thee lines: What if the pop-up loot box had a bar chart of the party member's encumbrances along one side? It would show the names of the party members along with the percentage of maximum encumbrance, with the color changing as it gets near the limit. Clicking on a loot item would add a shaded region showing the percentage amount of encumbrance increase of adding the item to that character's inventory. The item could then just be dropped on the character name, rather than having to drag it all the way across the screen to the party icons. This way we could avoid having to reshuffle inventory because a party member has picked up too much loot. They could also add bags of holding to the list so we can drag items directly to those containers.
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