Everything posted by rjshae
- Don't make the mega dungeon too easy to exit and re-enter
- Don't make the mega dungeon too easy to exit and re-enter
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Turn based Combat
Sure, turn-based is fine, and is usually better when there are more things to control on the screen and you want detailed tactics. But I can live with the pause approach.
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Thoughts about the Endless Paths
You can always make it hard for yourself through the available options like Trial of Iron. It should be a challenge, yes, but others may not want it to be so obscenely difficult that 90% give up before reaching the end.
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Rats need to be first quest
A rat swarm, per the D&D v3.5 MM, would be an interesting challenge as a 4 HD monster. I wonder if they will implement monster swarms? That would be a nice improvement over the old IE games. What a joy to see a seething mass of rats coming at the party.
- Update #25: The final hours. One end, and to new beginnings
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About the huge statue under mega dungeon...
I'm guessing it's a statue of Od Nua.
- playing "evil"
- playing "evil"
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13 levels is auspicious for the mega dungeon...
The levels below 10 look to be flooded in that drawing. We might need to find the rebreather gear first.
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4 million
That's a very respectable chunk of money. Wasn't it mentioned at the start that $1 million will fund about six months of development work? Nice!
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NEW STRETCH GOAL!
That's just cruel. Sure, the music was great and there were a few neat ideas in the world background, but nobody should be pushed into such a terrible ruleset against their will. I think it's more he just didn't have the time to play the game, I don't think he'd put that in the goals if he didn't already want to play it. Sometimes you can learn more from people's mistakes than you can from their successes.
- Update #25: The final hours. One end, and to new beginnings
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Update #24: Less than 30 Hours to go! Life and Death, and Audio CD Soundtrack!
My initial sense on this XP issue is that in the end the rewards are the same and you'll end up at the same class level; it's primarily a difference between whether you receive immediate gratification for your actions or a delayed reward. If Obsidian wants to cater to gamers who like continually slaying random monsters, they can always implement things like achievements (100 XP for slaying 500 bloodbugs => gain 'Royal bloodbug slayer' title) and bounties. In that case, the net difference will be that you'll be actively seeking particular creature types (or group types) rather than just killing everything that moves. Shrug. Any issues with their approach should come out during play testing, at which point they can modify the XP reward system accordingly. I'm sure that most of us won't be disappointed.
- Update #25: The final hours. One end, and to new beginnings
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NEW STRETCH GOAL!
Woo-hoo! Plus cats and beards.
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Dynamic weather and seasons, would you want it in? Unique "weather" for the world.
How about something comparable to this gadget in the corner of the screen?
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Rats need to be first quest
It's possible that the split Stamina/Health approach may allow the designers to make first level characters more plausibly robust against puny creatures. I guess we'll see.
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The Case for Including Grappling in the P:E Design Doc
Grappling animations would be difficult to implement between creatures of significantly different size ranges. If it were limited to humanoids and humanoid-shaped creatures, that seems more do-able. They could just show a wrestling cinch hold with some back and forth movement. Grappling would definitely give more value to small weapons like the dagger.
- Companions and their Audio Cues
- Update #25: The final hours. One end, and to new beginnings
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Killing all NPCs
Wait, you have to choose at least one group to kill in order to vote? This poll is dumb.
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Dynamic weather and seasons, would you want it in? Unique "weather" for the world.
It's been mentioned before that they could show a sky shot in a side panel (along with the date and time).
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Update #24: Less than 30 Hours to go! Life and Death, and Audio CD Soundtrack!
My problem is I suspect this game might end up taking itself a bit *too* seriously. It's high-fantasy. Which needs to be, just now and ten, light and shade. Which is where we probably have irreconcilable POVs on what constitutes fun. The whole point of a CRPG is to be fun by simulating a distinct unreality. True. The designers will never be able to please everybody. In the end it's a judgment call. I trimmed the troll bait at the end of your message as unworthy of discussion.
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Stamina and Health - a Quest for Glory perspective
Stamina is what causes you to manage your in-battle resources; it's like fatigue/bruising/minor injuries during a football game, becoming an increasingly significant factor toward the end of the match. Health is what causes you to get hauled off on a stretcher. A similar approach is used in Champions and it works very well.