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Parsifal

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  1. I'm surprised that this hasn't been done already, whether from the devs or the ultra-fans. I haven't found a poll that really fits this. Given all of the polls and comments that mostly conclude with "yes I'd like that in the game", times 100 things, should we give the devs some sort of weighted system of priorities? Basically I'm imagining a poll with 40-50 features where each voter picks 10 priorities. This would give the devs a pretty great weighted or ranked list of fan priorities. I'm not the ultra-fan to put this together, but I do know cRPGs pretty well and I'll try to get the
  2. I get the FO3 examples, and the d&d problem where a longsword is just better than all the other 1H weapon categories against 19 of 20 creatures. In that case, balancing sounds great. On the flip side, I was imagining how dumb it would be if all the weapons of a given type were always statistically different. If I find 10 swords after killing a squad of orcs or soldiers, is each sword really going to have unique stats? Anyway, this weapon balancing is not of great concern to me, I was just having a thought or two. Game design from the ground floor up must require a lot of considerat
  3. Regarding and the responses to it, this is mostly a matter of pure taste. I'm glad that if people disagree, they disagree with that thought and not the ones about grinding, or pulling enemies unrealistically, etc. For me, the Romans in Fallout NV feel drastically out of place even with the Caesar's backstory, whereas all the other game flavors are pitch-perfect. For me, cat-people and lizard-people are too 'high fantasy' or 'kitchen sink', though I'm not especially preferring elves or dwarves. I would have loved original races. It looks like we might get one or two, out of five.
  4. Realism vs. Stylization: generally realisim. DA2 looks like absolute anime crap.
  5. Sawyer, I think you're right as far as making a fantasy game goes, but I wouldn't make the "weapons are specific and unique" thing a completely fundamental value. Some weapons are just better than others. A few are unique and are either expensive or hard to earn. Most weapons are cheap, run-of-the-mill weapons for ordinary schmoes, without anything substantial to tell them apart. The games that you all worked on basically got it right. Don't try to reinvent the wheel on this issue.
  6. The problem with fluff lore is that it requires phenomenal writing to be interesting, and that effort and talent should go into the quests, characters, dialogue, etc.
  7. I voted "none of the above" because I don't like the grinding aspect of these. If you have a way around that, I'd be game. I'd suggest that crafting etc. is replaced by mission-based improvements that focus on a given character- maybe like the Fallout NV NPCs? X minutes of "crafting" feels like I'm not "playing a game" anymore. It feels like a game company is trying to use Addiction Psychology knowledge against their customers [World of Warcraft, etc].
  8. As far as your list, I like the Black Isle d&d games, and the Fallout games. These are my all-time favorite computer RPGs, and most of my favorite video games, so I'll skip the reasons. You all know what you did right. DO NOT WANT: -bugs [this means you, Obsidian. New Vegas was released broken and is still semi-broken. Shame on you.] -bugs [it bears repeating. this is why I am not giving to Kickstarter, otherwise you'd have at least $100 from me] -levelling idiocy a la Oblivion [rats in Daedric armor, etc] -grinding, whether in combat or in crafting [Oblivion & Skyrim, WoW
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