Jump to content

ohmygodsquad

Members
  • Posts

    27
  • Joined

  • Last visited

Posts posted by ohmygodsquad

  1. This was one thing I thought Arcanum did extremely well. There were so many different avenues through which quests were found: Newspapers, items, notes, rumors, stumbling upon locations in the map while randomly exploring, talking to people, reading books. Stuff like the ancient gods quest where all you had to guide you was a cryptic book given to you by a researcher. It was up to you to puzzle out the meaning of the symbols and find the various alters. He didn't give you a detailed description of what to do because it was a mystery even to him.

     

    Planescape did it nicely as well. Stuff like tinkering with the toy Modron and snatching the frozen piece of the river Styx from the art museum.

  2. I personally find it rather disheartening that #2 is winning. This is something I'd prefer to see gone, tbh, and closer to the Dragon Age model. Playing BG2 again earlier this year, I found having to backtrack and even remember where you left somebody more an annoyance than anything else. Especially when you trek all the way to a location, discover that the person who has the spell you want isn't with you, then have to go all the way back, then remember where you left or sent them, then physically find them, usually running across more enemies along the way, etc.

     

    Did you never tell them to go back to the tavern?

  3. Investigating petty cults seems meh...I rather go right to exterminating them, you know, skip the boring parts.

     

    We have different definitions of "boring" - slaughtering people does't entertain me.

     

    It's all in how you do it. I enjoy noncombat means as much as combat depending on circumstances but I really see nothing else to do with a cult unless I could persuade them to worship me and investigating it seems redundant....they're a cult....what do you expect they're into, baking cookies?

     

    I dunno, you could prove to them their deity is actually a manipulative mage using illusions and tricks to gain their adoration?

     

    Not every cult is an evil, baby killing cult. It could apply to any religion outside the norm.

     

    Besides, its not like we have to investigate a cult, that was just an example. There could be a series of murders, or a crooked merchant, or a thieves guild, or a gang. It could be anything. I don't see why anyone wouldn't like being a detective to break up the monotony of monster slaying.

  4. I rather not, I'd much rather be thrown in an epic struggle for power over the world not unlike in Fallout New Vegas but with magic, far more epic conflicts and a grand end where you can potentially(depending on choices) become emperor or perhaps even become an immortal/invulnerable deity(mage class should be required for such ah ending imo). Investigating petty cults seems meh...I rather go right to exterminating them, you know, skip the boring parts.

     

    Couldn't disagree more. The investigation/trial quests in BG2, KOTOR, The Witcher, NWN2, were some of the best quests in their respective games. I always love a good mystery. And you're acting like the main quest is the only quest in the game, nothing wrong with side quests.

    • Like 1
  5. I loved a lot of the little touches in PS:T that didn't actually effect gameplay, like all of the descriptions you got for trying the different drinks and candies sold around Sigil and the little trinkets in the curiosity shop. I'd like to see more stuff like that to add flavor to the world.

     

    As far as actual magic weapons and accessories, the less generic the better. I'd personally rather not see plain old enchanted swords or swords +1 around. I feel like any magical item should have some sort of background or special name to it at least. Even something as simple as a flaming sword could be made unique with a little flair and history in the description. I'd want this even if it means I have to wait a bit to upgrade my steel sword to something more magical without having the whole +1 +2 upgrade in between to water everything down.

  6. Neverwinter Nights beign one of my favorite games of all time I'd love to see them implement a multiplayer mode like they did, with a DM client and the ability to create PWs. The Aurora Toolset kept the modding community alive for years and it's still going strong. I still get invites to participate in NWN Servers from friends and get asked to participate as DM.

     

    If they implement something like that it would be huge!

     

    NWN was built from the ground up to be a client for running other adventures, not to mention it had a much bigger budget. I'd rather them focus on giving us a great single player adventure, which NWN didn't really provide, and possibly bring mod tools out later.

    • Like 1
  7. I just don't see the appeal of the romances, or at least romances as they've developed in modern RPGs. It honestly annoys me if I'm just trying to find out a characters story and all of a sudden there's a big wall that comes up because I have to bone them to unlock their next chapter. Look at Jack in ME2, if you're playing as a female there's a point where she pretty much just stops having anything to say and you only get the rest of her story if you romance her as a male. I'm not mad that I couldn't romance her as a female, I honestly wasn't looking to. It was just abrupt and I'd like another option to continue it.

     

    Then there's the other extreme which is the DA2 method of going here's 2 dudes and 2 girls and they want you regardless of gender, race, or morality. I'd rather have characters with a set sexual preference and standards that fit with their background. If you don't meet them, tough luck, no romance. But that shouldn't stop you from gaining their trust and learning their story.

     

    Throw on top of that the whole idea that romances culminate in sex and it all seems like a lot of adolescent pandering.

     

    If you're going to do romances give me something akin to Annah or Fall from Grace in Planescape, subtle and bittersweet.

     

    Also, I doubt that anyone bought ME3 because of Chobot, that was just a travesty.

  8. The IE games had terrible combat for CRPGs. RTwP is just awful. People who say it's fine probably grew up on those games and don't know any better.

     

    I know Project Eternity is supposed to be a sort of tribute to the IE games, but Obsidian should also be aiming to go one step better and actually surpass those games. To accomplish that, they need to not only take the best aspects of the IE games, but also remove the worst aspects (like RTwP).

     

    Honestly, I've played both the original Fallouts, along with the BG series, Planescape, Arcanum, NWN 2, and DA:O. I'd have to say my favorite combat comes from BG. Not to say I disliked Fallout's combat but it did get grating at times. Sitting there as each character slowly walked along, got to their spot, took a shot or two, then started the whole process again.

     

    With BG I get to watch the action and the spectacle while stepping in the give orders on my own time. DA:O could've had good combat but the party was too small and the camera jumped around.

     

    Arcanum tried to do both and suffered from two totally separate combat styles that were both broken in their own ways. Games built for turn-based are balanced for turn-based so making the best of both worlds involves more than just flipping a switch.

     

    If Obsidian went with a turn based battle system I'd probably consider pulling out of the kickstarter, honestly. I play games to see what I have to imagine in table top combat and when I imagine I tend to think of Baldur's Gate instead of Fallout.

  9. ... how important this feature would be in order to reach a wider, general audience, if they aim to reach them too (and I guess they want to)....

    So, no, in my opinion Oblivion does not want to reach a wider, general audience and (speaking for myself only) if they modify the game to achieve this goal I would withdraw my donation in a heartbeat.

     

    Pretty much, yeah. They're making a niche product, hence the justification for using Kickstarter. If the product starts outgrowing the niche, they may as well have gotten a publisher.

  10. Based on the information we've been given so far, what with differing opinions on souls and with the gods purposely obfuscating the big picture in order to pit various sects against each other in order to gain power, I think what we'll be seeing are factions based more on various philosophies regarding souls and the afterlife within the game world than certain classes and locations. Sort of like Planescape.

     

    Just speculating though. There's other things to base factions on that would be better than just having a "Fighters Guild" or a "Mages Guild": a National Geographic sort of faction that is always trying to find ways to survive the dangerous seas and explore the other continents, a faction of inventors trying to make firearms and other technologies more widespread, an archaelogical society trying to preserve the ruins of older civilizations and stop looters.

     

    That said it shouldn't be like the Elder Scrolls games where I can be the head mage and head fighter and head thief all at once while not really effecting the world in any appreciable way.

    • Like 1
  11. Has there been any indication about stats limiting the number of companions the PC can pick up? High charisma, party of 6, low charisma, party of... two?

     

    Not yet, we don't even know what kind of stats we'll have to work with. We just know there's a max of 6 in the party, including the player character.

     

    That said, I'm glad they're taking quality over quantity. I'd take the cast of Planescape over the army of Baldur's Gate NPCs anyday despite how much I like the latter.

×
×
  • Create New...