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Dragoonlordz

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Everything posted by Dragoonlordz

  1. I have felt such from time to time but there is always games that rekindle my love of any genre including cRPG, jRPG, wRPG, aRPG (whatever you wish to brand each subgenre type as). For example recently bought and played a title called Avernum : Escape from the Pit which rekindled my love of that style of RPG. I recently reinstalled BG1 and started going through that but it will take while to get used to it again, the mechanics take a bit of getting used to due to the sheer amount of time that has passed since played it last and just like how took while to get used to mechanics in Fallout Tactics or Fallout 2. As for PE my love of the genre has already been rekindled from other titles and not all created by Obsidian in the past or Black Isle but similar format games, isometric cRPG's in general. Visually I do not mind lower older graphics, I pefer reducing the window resolution/scale though on some to give the illusion of better graphics since everything ends up more compressed the pixels and blocks seem less blatent. Played Final Fantasy Tactics not too long ago which rekindled my love of that style of title the turn based strategic jRPG. In the end as long as I can get to grips with the older mechanics in a relatively short time then it doesn't bother me. It is when the mechanics and controls cannot be grasped as quickly that it becomes dubious and I start to lose interest but this goes with older games haven't played for decades and new ones only just released. It does not have to be only playing old games however to get back into old games, for example playing the new XCOM rekindled my love of the originals of which went back and played again.
  2. Here is another and another for you. It is not a different topic at all, when a thread says does not want sexism do you really think noone brought up the reply of they do want it in such threads? They have been discussed from all angles in each in great detail. This topic has been covered many times and the discussion in each covered anything you wanted to know from both sides of the fence. Its fine to want a discussion about something but when such discussion have already been covered in the content of multiple threads around such subjects then a search and read is the best option. When I, myself see a trend of all such topics getting locked one after another it is not unreasonable to inform the creator unless he can control the content of his own which you have failed to do as shown with your whole bickering about muslims and real world issues with other posters...that things are heading down same path as the locked ones.
  3. Here you go I can do one better than that. Nothing said in here hasn't been said before. Feel free to read that thread which is in essense the same discussion as will get in this one. Like that one the way this one is heading will end up locked as that one was as they tend to follow a specific pattern. Now you can be dismissive of the reasonable advice in my last post I just gave as thats your choice. But you could also use the search function on site if want to know what people think about this aspect and topic for PE as it has been discussed in great detail before of which I was present. There are more than one thread which have discussed this topic. All of the ones I have seen get locked for a reason because they all head down the same path however if you wanted to know what people thought about this topic you could of read one of the many others on it that have come before.
  4. This thread is going the way I thought it would. Just like the last two relating to gender equality, tropes and women and/or sexism this one is fast heading for lock as they did. This is why people should just leave it to Obsidian to decide when and how to create the content for such aspects not meta them on forums, as that just creates conflict between individuals due to the nature of touching on real world issues without context of what will be present/planned in/for the game in first place by the developers. Chris and the rest on the development team are very smart, very knowledgable and very creative. Just leave it upto them. Such aspects are in safe hands and should remain in theirs not ours on these kind of issues to prevent unfounded bickering based on no knowledge of their (developer) content plans for such topics/aspects within the game. I would rather leave feedback on what they decided to do post release when played it regarding these issues rather than assume they are clueless or unintelligent, unable to handle it themselves adequately. I think such topics show a sign of lack of trust or respect in the development teams ability when people decide to create such topics especially on the (isms) of this world, but thats just my perception.
  5. I have no problem with this, but have you played Baldur's Gate recently? Most of the scenery consists of green and brown patches scattered with nearly-identical trees. Only a very few of the areas actually have unique scenery. It'd be cool if they did something like a really big mountain, where there were multiple areas, and when you get to a view point, you get to see this enormous view of the entire thing. That'd be cool for atmosphere/scenery and so forth. Reinstalled the original BG just couple days ago, started playing through it last night. The premise of my enjoyment relating to what exploration and travel which I talked about earlier will always be how I described it in that post with the effect has depending on the mechanics. But I was relating more towards how to handle nodes and locations (mechanic wise rather than artwork of such locations). My preference more along the lines of Fallout/Skyrim in which player is the one in control of what is presently visible or found via exploration vs Dragon Age method of everything either visible from the start or only visible when is quest to be done there. The when and how locations are discovered and exploration in the sense of the unknown vs the known. Player freedom to explore and find locations that others might have missed not relating to quests or plot which then become nodes for fast travel vs developer enforcing location restriction/limitation for purpose of plot and quest progression. I can understand why repeated bland areas would be not very entertaining however I think that was more to do with the amount of time and effort in creating those areas (artwork) and the technology of the time from previous game examples plus the cost of doing time spent making those areas more attractive and interesting as opposed to gameplay mechanics which was more what I was referring to. How well a place looks depends on how much effort went into drawing and designing it and this goes for any location in the game whether main plot unlocked area or small player discovered ones. I do not think you have to worry about the blandness of the artwork at any location in this game they are creating. Technology and creative ability has improved since when BG was first created. So artwork should not be a worry. The mechanics of it are more important I feel. How locations are found, their purpose in game or possible enjoyment of exploring the unknown, the amount of player freedom involved and allowed plus the knock on effect of replayability garnered by having players finding locations others might not have found or yourself first time around because your not hand-held route or location wise because of quest or plot restriction or progression. Fallout for example, the player finds interesting locations for him or herself of which can explore and not all are required for quest or plot progression, these then become nodes for purpose of fast travel. This to me is what I like. I have the player freedom to explore and increases my replayability because I will (more often than not) have not located every single place first playthrough. I would not have seen everything due to all locations unlocked first time around which happens in the Dragon Age games and other RPGs alot that enforce path/route through the games locations due to being linked to only plotlines. In those kind of games I have visited them all first time around, explored them all, there is no unknown left for me to explore on future playthroughs. Fallout series from the oldest to newest including Fallout Tactics or Skyrim as examples, this is not the case. The world map is filled with unknown places or locations which only when discovered by the player do they become nodes. In all those games it takes many hours or replays to find all those interesting places to which I can explore.
  6. I do not like games that limit themselves to only having places which are required. What I mean is places that you would visit just because had a quest there alone. Exploration is more than just going somewhere because have something want to do there it is about seeing something on the horizon which looks interesting and visiting just to see what it is like there. I used to go on walkabouts a lot as a kid, ended up in some very strange places in the middle of the night, swampland, woods, abondoned buildings that mere atmosphere made it worthwhile. Exploration for the purpose of experiencing and seeing the unknown. So I do not want every place to exist purely for the role of story progression, or because quest to do there being why exists. Some places I merely just want to be able to visit for the scenery and atmosphere. You can have interesting things present, a monster never seen before, an item with lore attached at the heart of the location or strange people but what I mean is it should not be a requirement of having a quest at such a location in order for it to exist. I don't want everywhere I go to force the story progression forward or only reason to visit is to pick up or drop off a quest though I know some people prefer such. EDIT: I think nodes are fine for purpose of fast travel. The big difference is unlike DAO or other such games which use them, I do not want all the places in the world shown as nodes on a map from the start, I do not want every place locked into the system viewable from the offset or all places unlocked by story or quests. I want to be able to explore and find places myself along the Fallout system which exists both in context of the original games and the new ones, also in such titles as Skyrim. That form of nodes is acceptable to me, liked by me and greatly increases replayability. I the player explore the world and I find places of interest which become nodes not all shown at once or unlocked for purpose of story or quests. I want to find potential locations that others may not have found, places that do not exist for the player unless finds them on their own. Places of interest outside of mere questlines or story progression.
  7. Ditto. I will play first as self-insert as I do with all games. Following playthroughs I tend to play as imagained characters, make-believe alternative idiologies and desires.
  8. I agree. To be honest this thread will probably be locked at some point in the future as almost every other gender equality and sexism thread has tended to go downhill very fast. They always also end up on the same result for most people in that it is best to leave it to Obsidian and not meta this aspect. I imagine most people on these forums backed the project on KS so one would assume you had faith in their ability prior, there is no reason to doubt their ability now as far as I am concerned. They will approach and contain such mature themes when appropriate to the story, characters or cultures in the game, I do not think they will turn it into a generic PC compliant world just because someone on here wants to promote a potentially political or real world agenda.
  9. A captured tinkerbell on a leash would resolve the issue. All I am saying earlier is there are better ways to handle lighting than reliance on having to carry many resources of torches. Skills such as improved night vision for thieves and such classes, spells such as orb of light for magic based classes, summoning of a spirit that can light the way even interactive enviroment set objects like torches on the walls can be lit or turn out/off. There has to be ways of better handling the gameplay mechanic instead of carrying many peices of firewood or torches in your backpack and/or having one hand tied up holding such objects on a party member. A permenant hanging lantern on the belt would also be fine. As long as I do not have to keep buying oil to top it up and does not take up backpack space or keep having to be replaced. Disposable torches is not the right way to go and neither is any light source which have to carry multiple resources of it, or hold in the hand preventing that character or party member from having use of both hands.
  10. I agree, ME3 ending talk should remain on BSN else what will happen here is arguments and bickering just like there between those who like the endings, those who don't, those who like control vs those who like synthesis vs those who like refuse or destroy.
  11. Your right in that there was no hesitance by me at least due to the darkness and line of sight in that game. The hesitancy completley revolved around knowing any monster regardless of line of sight or light around any corner will kick my butt due to the difficulty of the monsters affixes whether it was bright and middle of day or dark in a dungeon or cave did not matter. In the end I think darkness should play a role in PE, I will be okay with any way they do that as long as I am not forced to carry around lot's of torches. At no point should I be unable to see where I am going just because did not carry enough torches or firewood and at no point should I be forced to have a backpack full of firewood or torches. So I prefer they rely more on interactive set objects and/or skill based lighting whether light spells or improved vision skills.
  12. One of the things that annoys me most about Legend of Grimrock (as an example) which has the torch mechanics, is the fact I am forced to carry around truly vast amounts of spare torches, incase one goes out and if no mana to cast light spells. I would prefer scenery based lighting, torches on the walls and such to be interactive where can light it or put it out as the player. Maybe the rogue or thief can have a skill that improves his night vision regarding the aspect another mentioned earlier. I do not mind have a spell or single flint set if required to light torches or such that is already present but I just REALLY don't want to have to carry around half dozen torches like in I did in Grimrock.
  13. The monsters you face I hope do not (all) auto-level increase to keep matching your own. Limit the ones that can auto-level to those with high enough possible intelligence to learn new tactics and find and use new equipment. If I can squish a rodent at lvl 5 I do not want that rodent to magically be able to squish me at 50 since they do not wear better armour, do not equip better weapons, doubtful that are smart enough to organise a different tactical approach to your party in combat. A mutated version might be stronger but the original type would not pose a greater threat outside of greater numbers.. However I may be able to beat and Orc at say lvl 10 who has poor gear and low intelligence, lacking decent tactical knowledge of our party and methods but when we as characters have equally poor armour and weapons plus lack spells and have not yet learned the best tactical ways to beat that unit type then it should be hard to beat. Later on in the game if that same Orc type is using same weapons against my better armour, same armour against my better weapons, same tactics due to low intellgence against our improved knowledge of their methods based on past experience then that unit should remain easy aka not all of sudden be stronger then us. There is logic to changing monster type as progress and also having a auto-level range but that range should not be from lvl 1 upto max hero level for both those aforementioned Orc or Bat individual unit types. An auto-level idiology in the game should depend on the type of monster (imho) and rely partly on use of ranges for types. If the monster is not one capable of higher function learning or adapting then it should not auto-level past a certain point (imho) for example if cannot auto-level past the 1-10 range or 11-20, if it is a type that is capable of such adaption then should auto-level between ranges and bringing in new unit types of that species right upto maximum level. Model variations should be used for those adapted and improved units to suggest or show this improvement from past versions fought to the player. Both from visual, equipment and tactical change. The non-adapted ones however should still exist in their weaker form meaning they will never evolve or appear in the 41-50 auto-level range, they can be used to back up the stronger new units. From a character perspective as opposed to player, he or she is not actually getting much stronger through the game outside of better armour, weapon and spells, he or she may learn new spells and may have better armour or weapons but some monsters should be able to do that too for a lot of those more intelligent species. They in theory should be able to find new weapons, wear better armour, learn new skills and spells even if not witnessed on screen by the player this should be happening in the world itself as time progresses from a logical standpoint which gives validity to new unit types of same species. Some will do this while others will remain poorly equiped, those poorly equiped versions should not be able to take me (who is by this stage better equiped and knowledgable about that species weaknesses and tactics) down at least not without greater numbers on their side or a newer higher inteligent, better equiped variation of that monster overseeing the weaker types actions and tactics. We as the player as opposed to character though however see statistical information and levels even if the character does not. The intelligent types of monsters in theory are not frozen in time, time passes for them just like it does for the characters and within that time they learn just like you do. So while may face same species at any point in the game on top of new enemy variations of that species (unit types), those new variations should be improved (stronger) via equipment, spells and skills plus tactics (intelligence) aka higher level range but the weaker less adaptive ones should not be at that same higher level range. They should also apply new methods and tactics to beat you. In reality there is no level bar above our heads as people, the difference between player and character perspective. We may learn new things or find better equipment as the character but the same should be applicable to the opposing side if they are humanoid or intelligent species. Non-intelligent species or adaptive ones like bats as an example and such should not auto-level past certainrange no matter what point in the game your at (imho) and those must remain as weak as the first time you beat them, they can be increased in difficulty by increase of numbers but not those specific individual bats getting stronger. The variety in types should apply tactical idiology, you may encounter weaker Orcs in my example early on and also again later one and by weaker I mean poorly geared and low intelligence. If encounter later on they (that specific variation) should be as easy to kill as was prior. To increase the difficulty would be increase the frequency of the better equiped and higher inteligent variation of that species later in the game, bring in new forms and use the weaker version as cannon fodder to back up those stronger visual, equiped and methodological variations. Reinforcement systems applied for larger conflicts, tactical variations in battle strategies that improve over the course of the game from the enemy/opposing forces learned from past mistakes and battles. The TL:DR version... Intelligent, adaptive monsters and species should auto-level but only between a set level range (along lines or 1-10, 11-20, 21-30 etc) between those ranges the method using increased variable unit types should be applied as way to bridge the gaps. A monster from the set range 1-10 should not be able to kick my arse when I am in the level 41-50 range. A new unit type of the same species should be used or brought into play which is in the range more equal to my equipment and skillset, tactics and statistics. The lower 1-10 variation could and should be used merely (imho) as cannon fodder to increase the numerical tactical advantage of the 41-50 range opponent I am facing. Meaning both continue to exist in the game, only the purpose has changed for that weaker unit type. In hindsight I thought getting what I mean across would be alot easier than in reality turned out to be...
  14. There is logic to having a skill or knowledge to identify things. Over the decades or centuries such an item existed it is bound to have been handled and touched by many people from the past. That skill or knowledge can sense or read into that history to identify it's past. Sort of like the souls of those who touched it remain as a glimmer of past essense. Soul-version of fingerprints as it were. The people characters and NPC's in that world able and knowledgable about seeing into that past can be the ones who have such a skill or ability. This in essense is a catch-all as you put it meaning that single person can read the history of any object using the taint and traces of souls that touched it. Only those characters with that knowledge or NPC's proficient in such a talent and ability should be the ones who can identify unknown objects, ones that do not have a tracable physical history relating to documentation or etching on walls of place located for example. I personally just do not want a item based indentication process, I want a character or NPC method.
  15. Zooming, yes I would like to have both for battlefield and better locational awareness plus ability to have better look at your characters and equipment; rotation of camera angles I do not require and do not care about. As long as any set items or scenery become's a form of transpanacy so do not lose sight of the characters or items behind them, then thats all I require as far as angles are concerned.
  16. I enjoy unknown items, identifying them ideally through NPC's within that world which have expertise in such areas. Throw away expendable or constant identifying kits or items on the player is not my ideal. A character in your party who is proficient in such knowledge would be fine but it is to me a knowledge based skill not an item one so no thanks to any scrolls or kits just leave it to characters within that world with that knowledge. Unknown items are like kinder eggs or christmas presents yet to be unwrapped. As long as the method for unwarpping such or identifying is done well, then I will be very happy to have such.
  17. Too many cooks spoil the broth, too many options dilute the experience. Options are fine but do not go overboard with the sheer amount of fanservice that dilutes the story or gameplay too much. I trust in Obsidian to make the right call between that balancing act.
  18. I do not want the protaganist voiced, I also prefer VO limited to some main NPCs during important events and not all NPCs voiced.
  19. I have no real issues with using torches but to me would make much more sense to have a caster in your party with a form of light orb type spell. Having to carry around a lot of torches would become tedious especially if expendable. What happens if cannot find another when already really deep into a dark place, no way to find way out due to lack of any more torch resource. So given that if go with dark areas requiring light source, either us spell or scenery lighting. For example torches on walls you can light or snuff out and do not go out unless you put them out yourself as opposed to carrying around many torch items. I do not want to carry lots of torches, so maybe a flint set for lighting the already existing torches on walls or use of fire or light spells.
  20. I will not pick either option because I find the wording relating to "or else" themed threats to be childish. Ideally having both based on consequence of your choices through the game would be best. But done so that there is no final choice, while I do not mind some games having such final choices I would prefer this one does not hinge all on such a choice. Choices leading up to alternative ending in this title please rather than choice made at end entirely deciding what ending you recieve.
  21. The style of the journal should match the setting of the game. Generally an embroidered book for example in fantasy themed games. The pages turn over animation wise, the writing in style akin to handwritten. The updates as progress through should be in the same style, additional handwritten paragraphs that expand on what new information you have found out. Pretty sure character won't be carrying around an iPad of Kindle so no electronic or mechanical themed journal, images or writing please. The book is carried by the player visually maybe see it hanging on belt or satchel just to give a visual continuity to it's presence not only as quest tracking gameplay mechanic and lore facts but as a real ingame world presence used by the character. The journal needs to be relatively empty at the beginning of the game or even empty if used as plot device in that find the journel slightly later in the game akin to after any tutorial phase. I don't want to see helvetica or arial font used as typeset lettering within the journal as that would be out of place imho. I would like it to have hand drawn diagrams and pictures that from roleplaying perspective the character has drawn as he or she updates it from time to time, meaning no photograph type screenshot images present just drawings by the character. Maybe it could have content inside the book of information clippings, other pages torn from other books that are inside it like bookmarkers would be within real life books potentially. These could fold out via animation if larger than your journal book itself much like fold out maps you have placed in the book or journal for reference taken from other sources. This is my sort of ideal situation.
  22. Practical? Since when does your imaginary ideal armour stop someone burning you alive with magic or is that heavier armour that can slow down a sword or spear that is not practical for movement across long distances on foot when not in combat. Having characters wear less is as practical as wearing more all dependant on situation and if your assuming they will all be wearing bathing suits and bikinis then your an idiot. This in reality has nothing to do with practicality. The only thing armour wise they should do is choose ones that they think fit the personality of the character. Nothing more and nothing less. This thread is a waste of time and space on here, unless your claiming Obsidian is sexist or create sexist games then there is no reason to have even brought it up here. Their method and idiology is not all of sudden become sexist since started development on this game. Once again I will point out that half the people in here are being sexist because they are simply applying it to one gender, female characters. Female characters are not the only ones that are half naked in games, a fact clearly not understood by feminist fanatics. How is it that non protective or "so called" non practical armours aren't mentioned when comes to male characters by those hypocrites jumping on the feminism bandwagon? Oh thats right, it's because their hypocrites.
  23. But what if a wolf came along before you upgraded to stone? Then you would have to hunt the wolf down to prevent him from huffing and puffing again, maybe going around to grandma's house wearing a red cape and picnic basket filled with grenades. "Grandma what big eye's you have and what big teeth... Here grandma, I brought you something to chew one *throws grenade* eat this!". Then you can go back and start rebuilding. Just remember to build the electric fence before constructing the building this time around.
  24. Well you start off with one made of straw then progress to one made of wood and finally it upgrades to one made of stone.
  25. Voted all of the above because it is the style and format of game that appeals to me. Throwback to RPG's of the past and the quality of them which is overlooked in modern RPG's. The genre has gone off in so many directions it has lost focus and now more often than not is merely a blend of random elements that do not achieve the best results. There is room in the market for all forms but this specific format has not been offered anywhere near as much as should be. Much like X-Com remake is doing for the turn based originals, these isometric high quality story RPGs have a demand and willing populace who will help fund and play them. Kickstarter and indie is where most of my games come from these days because they service a form of game that publishers won't touch. I can buy my Skyrims or Mass Effects but I need variety and turn based titles and isometric RPG's are a form of game I greatly enjoy. Now if only we can stop the trend of game franchises that start out on major systems being forced onto handhelds which they drop the major system versions all together then I would be more happy. I hate that titles like Valkyrie Chronicles started out on PS3 got me invested in the franchise on that system and now only tends to be made for lower quality handhelds, same with many others franchises. I have bugger all intention to buy every single gaming system ever made to play games that once released on one system gets only ever having sequels on different systems. The switching formats gets on my dam nerves. Switching genres does too. If Front Mission gets my attention and adoration for 4 or 5 games in a specific format, do not then go and turn it into a action/shooter. Same with X-Com being invested personally in the franchise because of many TBS titles please don't go changing its format to FPS. What annoys me is the fact once they change format they more often than not never go back even when sales show the new format is not what fans wanted, fans built up over many years with one format of game not the other. Edit: I know the last two elements is quite petty of me but it's how I feel on those issues.
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