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BobbinThreadbare

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Everything posted by BobbinThreadbare

  1. Sure, but its a case of diminishing returns. With a 4:1 ratio (stamina/health) youre going to quicky reach a point where your party members are limping along with full Stamina but only a few Health points. Meaning the next blow, even at full stamina, will kill you. So what do you do? Park that NPC outside the room so there is no possibility of dying, thus effectively removing them from the game? Let half your party get wiped by the next pack of Xvart's? No, you will have to stop progressing and walk the party back to the "safe spot" to heal up. Oh, and you better not let anyone die or its game over for that NPC what with there also being no way to resurrect. Guess Ill have to see how it plays but on face value it just sounds like a total pita. So you're saying that you should always be able to advance without ever having to rest no matter how poorly you play the game?
  2. Considering no option has >50% of the vote, each of the games' fans are a minority. PS:T seems like it's the 2nd largest minority to me.
  3. http://www.electracode.com/4/joy2key/JoyToKey%20English%20Version.htm There you go, now every game supports controllers. Enjoy your awful experience trying to play Baulder's gate with a 360 controller.
  4. Yes, they could. And it could be a memory hog for lower end systems, look ugly depending on systems and lose details. It doesn't sound too good for a game trying reaching back to that spot we all have for beautiful 2D scenes as in IE games. Anyway, I'm just curious to know what they are planning. None of the things you said need to be true. Time to load zone 5, compress zone five images and resize for correct resolution and save them to cache folder. Then load them. It would add maybe a second or two on a 5 year old machine, never use 1 kb more of memory, and look fine because the resizing config is predefined.
  5. They could just pack the high res image, and have the PC scale it down when it comes time to load the image.
  6. Dude, withdraw your pledge and don't let the door hit your arse on the way out. That's right, don't attack the arguments, attack the man. That's a good debate tactic.
  7. I was describing circumstances that occur constantly in IE games. Dark Souls is an excellent game, but it also solves the problem in the opposite direction. It respawns creatures after rest, not on your way back to the campfire. This is also acceptable within the fiction of Dark Souls because it is quite close to being a world full of monsters and undead. This is not always the kind of area population that the BG/IWD games had. Yeah, the resting mechanics in IE games were messed up. I'm just not sure the solution is to give the player all his spells back with no downside after each encounter. There should be a mechanic in place that encourages players to push their characters to their limit, being just about out of spells and health and just barely making it. Those are the times I remember from IE (even if I didn't do it for every dungeon).
  8. It's a big enough jump that the question isn't rhetorical. Thanks for the response. It is really cool to get to talk to the devs like this.
  9. No. I haven't though a tremendous amount about healing points, but that brings up an interesting parallel resource management behavior in RPGs. I've seen (and talked to) innumerable gamers who say they end games with inventories full of consumables: potions, wands, scrolls, etc. The most commonly cited reason they give is that they don't know when is/isn't a good time to use them. Also, because they often have no idea when they might get more, they don't want to run out. It's sort of the inverse problem of rest spamming. Shouldn't getting into a fight have an effect on the next fight? How big of a jump is it from "having to walk 3 minutes through empty rooms to rest is boring and annoying" to CoD style hide behind a wall for 5 seconds to regen health?
  10. I don't particularly like some of the responses I've seen to this, and similar sentiments. There hasn't been any abuse or vitriol, which is great, but there is definitely a certain amount of disdain. I'm a story-driven gamer. In my particular case, I also really enjoy the gameplay elements of RPGs, and I foresee myself trying out some of these increased difficulty modes (although I'll be doing that after I've done a complete playthrough). For me, unlocking the story as a reward for completing gameplay challenges really works. However, I don't see a reason why someone shouldn't be allowed to play a game purely to experience the story, or why they should be disparaged for it. Saying something like "go read a book or watch a movie" isn't helpful - or even cogent. Experiencing a story interactively - even stripped of its combat elements - is another experience entirely. That's something I think a majority of RPG fans can agree on. It might also be that the story told by a particular game is not one you can experience anywhere else. So I think asking for a mode that removes combat, or (more likely to be implementable) one that makes combat vanishingly easy is a perfectly valid request. Real time with no pause necessary. Real time with no action on the player's part necessary. It's not the option I would choose, but I'm certainly not going to belittle someone who does want to play the game that way, or fault the developers for including that option, as well as their more difficult modes, in the game. If the ability to avoid combat is part of the game, that's fine. Even admirable. However, that should mean one is using gameplay to avoid it. Not just pressing a skip button. If a skip button exists, that means gameplay and story are seperate elements. Which means the game is a book that sometimes features banal slog your way through combat. The two should be able to be seperated because it should be be a cohesive experience.
  11. Arcanum did item durability very well. Things didn't break down from normal use, but you would have specific events that would cause them to lose durability. Attacking a creature made out of rock, critically missing, etc. Most items had plenty of durability points, so it was never a chore, but it was something you had to keep in mind. So I would like that. I also voted that you need a "blacksmith's forge" to repair items, but that might be a bit overkill. Maybe some kind of mobile workbench with limited repairing capabilities could be in the game. Finally, I voted yes to both for magic items. I think it would be cool if magic items fell into 3 categories, unbreakable (think forged in Mount Doom type of item), normal item with enchantment on it (so you could repair this at a normal blacksmith, but it has some magic effect added to it), and magically forged items (so you would need a wizard to magically fix them).
  12. See, I actually believe the opposite. I think those who are steadfastly opposed to romances in video games are likely to be the lonely ones IRL. Since relationships aren't a regular part of their lives, they have trouble viewing their inclusion in video games as anything other than masturbatory pandering. OTOH, if you are habitually in relationships, it seems weird that your character isn't in one. I mean, in most games, you're playing a world-shaking hero who is awesomely competent and probably quite rich from all those sweet monsters loots- why the hell wouldn't such a person have a girlfriend/boyfriend? Girlfriend/boyfriend or sex toy? Becuse most "romance" options in video games amounts to the latter. Also, your character will have a relationship in the true meaning of the word with all the other NPCs. Why does he/she *have* to have sex with someone travelling with him/her? I hope all the recruitable NPCs are grosteque and wierd looking.
  13. I voted other for magic system. I don't know what I want exactly, but I'd like to see the devs break out of the conventions of either mana or "you can cast 3 fireballs and then you need a nice nap." I don't know how to fix this exactly, but both these systems have huge flaws and exist mainly because they're easy to manage. I do have one half idea. Make a hybrid system. When you're high enough level, early level spells become trivial to cast, so you could spam a first level fireball like a fighter can swing a sword, while high level spells require preperation and thought put into them. This might turn out to be a balance nightmare, but at least it isn't the same old systems. For spell progression, I went with individual spells. One of the best things about DnD and consequently the IE games, was the incredible list of spells. Tons of unique and interesting things to do with each new level of spells. I voted yes to seperate sides to magic, but it doesn't have to be the same as DnD. I only want them to do this if they're really going to differentiate them though, and it's not just a different list of spells to choose from.
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