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Jojobobo

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Everything posted by Jojobobo

  1. I know I've already made a suggested, but an Orlan based on Tyrion Lannister would be fun too.
  2. It really depends how large a scale wizards will be able to cast spells on, and how well they'll be able to control their magic. Also don't forget wizards are going to have grimoires of magic, so presumably their casting is linked to them somehow and they don't have almost infinite capabilities. All that being said, these are some interesting ideas.
  3. All pertinent issues, a well thought out thread on the whole. For monks, well there's plenty of unusual weapons that shaolin monks have used historically (source: Deadliest Warrior of course) so despite them being a traditionally unarmed class maybe now is the time to let them make the transition to using unusual and specialist weapons. Or, if they're still an unarmed class, give them katars and the like. That would make them a bit more looty, in conjunction with nice robes as you said. I think for feats, just don't have auto-acquisition of monk specific feats on level up - then you still have all the regular monk options but more options besides that (well, maybe - as this might result in giving the monks an extra feat on some levels - perhaps not an ideal solution). For wildshape, I'm not convinced shape changing should be druid (or any class) specific; more like a quest reward or some such. Druids having wild shapes is a D&D hold over, so it is maybe something they'll change in P:E - though this doesn't really answer what role would druids have without wildshape and honestly I couldn't say; their spellcasting abilities have always been a bit weak on their own. For rangers - I have nothing worthy to contribute, but I'd like to imagine the devs do have something more to offer than just a rogue/fighter hybrid. Here's to hoping they'll have a juicy update soon that'll answer some or all of these questions.
  4. I'd imagine they'd be androgynous and otherworldly (with shifts in how that otherworldly-ness represented itself dependant on subrace). I don't just want to see an Aasimar/Tiefling rehash, superficial similarities are fine but it would be nice if they weren't derivative.
  5. People use drugs to escape reality all the time - an issue that I'd consider mature and can have severe consequences on people's lives. Saying that escapism isn't a mature theme doesn't really hold water, it all depends on the delivery of theme. On a not really related note, I think perhaps there is a bit of a focus on negative mature themes (which, granted, I've been a big contributor to). Mature themes could focus on other mature issues, parenthood for example is one that isn't inherently negative.
  6. I never mind filler quests, it really depends on the disposition of the quest giver - if they're likeable and have a distinct personality that helps flavour the quests they give no matter how generic they are. Filler quests sometimes have a purpose too (find item x, bring it here - then receive a bucketload of information about it's context plus a multitude of non-filler quests that spring off it), for example in Arcanum there's a simple filler quest that is the beginings of a massive and enthralling conspiracy. Plus I think it bears a mention that if you're always doing something extraordinary and amazing then that seems just as contrived as having loads of filler quests, and filler quests help make the more interesting quest seem even better by comparison. As a final point, for realism's sake alone sometimes people would ask you to do something ordinary. I'd be happy (in fact I think it would be ideal) if there were about 30-40% filler quests. Grind quests where you have to fill a quotient of items or kill a certain number of monsters would be boring however.
  7. A mix would be nice, but not too heavy on the hordes as they can get tedious.
  8. Arcanum isn't too bad for crafting, each item only requires two components and most of those components are easy enough to find as long as you know where to look - it certainly doesn't seem as bad as having 20 items dependant on sourcing one more to build something. You can get saltpeter in both general stores and technology stores (perhaps maybe gunsmiths too) so it's not rare and if you wait a day store stock will regenerate. I'd be for class specific (or at least specialised) crafting, it would help give each class a more unique feel and enhance the fact that you need a varied party to make a large assortment of junk.
  9. Meal mages - more like sandwich mages, ha! I'm the first one to make a lame joke about the spelling error, right guys?
  10. Yeah becoming a ruler and taxing might be fun, I guess it depends how preeminent the devs want the PC to be - but really owning big swaths of a city would make them pretty important anyway.
  11. Just throwing it out there - if romance were in the game I'd like to seduce someone to cheat on their husband or wife, which would be made more interesting if they had kids. I think it would add a compelling evil option instead of the usual "I steal stuff, I stab people in the back needlessly and I like to slaughter entire villages - roar!" pyscho characters - especially if you just sacked the person off after ruining their family life; and it would show that romancing can be used for evil ends rather then some trite sickly love-in (not that a conventional "happy" romance would be like that in the devs' fine hands, but I think that's what people are concerned about - that and resource/time wastage).
  12. Personally I liked owning loads of property in Fable II, upping the rent and watching people suffer, so I'm for it. However not every thing in sight should be purchasable as per Fable II either - and if you were to be a landlord you need some non-profit venture you can sink your money into as a counter balance. EDIT: If you really wanted to get technical, owning shops could be used for greater roleplaying - you could get burglarised, then have to track down the culprits. Or maybe a serial killer takes an interest in the residents of a neighborhood you mostly own - even an evil character would feel obligated to put him down if they wanted to bring in more cash. Touches like this would really enhance the feeling that you were part of the world. You could also own other more dubious businesses - brothels, crack (or some P:E drug equivalent) dens, etc.
  13. I think you're wrong Hellfell. I think the real reason people are desperate for romance in this game is Forton. Just look at that bald shiny head, those slightly rheumy eyes - I defy you to find a stronger image of raw sex appeal.
  14. I'm sure this would be easy to do, a little check box with "party spokesperson" somewhere attached to a character screen, with only one character being able to have the box checked at anyone time. But yes, it's a good idea.
  15. I wouldn't worry to much, I really wouldn't think they'd bar whole quests or areas of the game if your IN/CH wasn't high enough. Usually diplomatic options allow for easier gain of information through dialogue, but that doesn't rule out breaking into someone's bedroom to steal a diary and gain the same information, or killing them and finding a letter on their body - that kind of thing.
  16. Cheers! I guess I feel so long as these issues are dealt with using sincerity, the dev team would be fine covering any topic they want.
  17. Actually I used it in english essays in high school, don't make assumptions. I used the word because it has a more subtle meaning than realism - from the wiki page it means that a setting has a "likeness or semblance" of truth in a literature or art context; whereas realism to me is attempting to mimic directly the real world. To clarify, the setting should have verisimilitude (akin to, but not directly copying) in terms of governance, in game literature, social issues, culture, geography of a region and lots of other more factors that are lore intensive; but it should have realism (mimicry) in terms of things that have a practical and physical basis in real life for being as they are - i.e. ship design, weapon design, basic architecture, etc. So you need both verisimilitude and realism in a game to give a setting polish IMO, and though the meanings are similar they are not the same. You're not coming from a position of strength when you're arguing against proper use of the english language, and though I do love to argue semantics all day long I'd rather get this thread back on track. This is the thing though, the A Song of Ice and Fire series is dramatically popular - and I'd say that the main reason this is for beyond the compelling characters is its high levels of realism and verisimilitude. People like the setting because they find it relatable and not too abstract as can be the case in some fantasy settings. I know that the series of books is perhaps lighter on fantastical elements then say Lord of the Rings, but they are hardly thin on the ground either. My point is having a fantasy setting does not mean that things do not need to be realistic; and honestly even if we did have magic, gods, psychics and 4 other alien races I believe in broad strokes civilisation would have developed in a pretty similar way to what it did do in our world - fantasy elements do not radically alter human nature or the natural progression of technology or society. Even the other races will have ideologies that are relatable to us otherwise no one would be able to get a handle on them or want to play them, so they'll likely develop in a similar fashion or they'll remain undeveloped (e.g. tree hugging elves who hate industrialism) - yet that is still similar to bronze age societies. Ergo, realism and versimilitude are not necessarily irrelevant to a fantasy setting. I'd go so far to say the more similar a setting to our own the more the fantastical differences are thrown into sharp relief and the more interesting they become.
  18. I understand your point, but then what about racism? I'm sure at least someone who plays this game will have endured severe racism at some point, so is having racism in the game - even if it's between fantasy races - acceptable because of how it may affect that person? I'm sure rape - if it were to be included in the game - would probably be between fantasy races too, but as you point out that wouldn't stop a person mapping it to their own trauma if they had suffered. In fact, for any one of the mature themes (severe deprivation, sadistic torture of violence, sexism, etc.) a case could be made - and if the main yard stick used as to why a theme is included in the game is "How many people would this deeply upset" (with rape I'd imagine it would be significantly more than other themes) that probably isn't the best way go about things. I think as long as the themes are handled carefully and correlate strongly to real life examples, then the inclusion of any theme is acceptable. For me I don't need to find all concepts in the game fun to find them enjoyable, and if something does unsettle me slightly then I'll find it interesting because it has made an emotional impact. Really that's the whole point of using a mature theme in the first place, to challenge and possibly slightly disturb the player because it resonates with them. If the devs really wanted to muddy the waters about these themes, then they could have likeable characters being racist and quite possibly former rapists. Say you had a really likeable Paladin NPC, and you build a strong relationship with him and become interested in his character, only to find out that he only took his knightly oaths because he raped someone and felt remorse and wanted to turn his life around - to me this would be very compelling as it would challenge me on a very big level. Rape is without a doubt wrong, but does that mean a rapist is forever without redemption - very difficult to judge and very interesting. I'd like to see some horrible characters in untouchable positions of power too. In so many games you get some slimy unpleasant character but it's fine because you can kill them, or ruin them, or whatever. In real life things don't always work like this, and you sometimes get a complete sleaze that you can't do anything about (for example a serial killer who is wealthy, well protected and has all the local constabulary in his pocket). Though this would leave a bad taste in some people's mouths, it is realistic. As a final point, many people are focusing on the fact that witnessing something horrible is the worst thing possible in a game - for me it is not. Witnessing a racial attack for example, though unpleasant, is at least a simplistic observation. Hearing a voice actor however tell the character of something truly unspeakable they did in lavish detail, you can practically hear the actor drooling, for me would be far more unnerving. Point being, there's more than one way to relay an event and make it horrible than simple visuals.
  19. I think subversion of what common use of mature themes are about (boobies, graphic displays of dismemberment) might be fun, in a dark way. Say there's this really tasty elf in the game, and she's putting the moves on your character. You think, well why not - I'm sure my character would want a bit of hey-hey. The elf then, during some sort of sordid activity, castrates the character and whilst they're in agony robs them blind. Perhaps a bit too much of a slap in the face for most players, but you get the idea.
  20. True, but still there's probably somethings that could be put into to increase realism without being resource and labour intensive. Threads like this might just reveal a couple that aren't immediately obvious - but perhaps my fully fledged civil service is a bit far fetched.
  21. I'd like to see rogues have backstab, but not so that it would one-shot a tough enemy with the right character build (as with a fully armoured enemy, even if your rogue targeted say a joint in that armour, joints don't lie over vital organs and daggers don't give enough penetration to kill someone - no matter how magical they are). Even if they could kill a weaker enemy in one shot, then there'll be all his buddies to put the hurt on the rogue (so no magic invisibility that can be used in combat either, or at least if there was it should have a long cool down). Maybe something like smoke bombs might be a nice touch, but obviously they'd cause everyone to fight blind (i.e. other party members) even if they do allow the rogue a getaway. I'd like to see the rogue better being able to spot environmental factors that could put the hurt on an enemy (he spots that a patch of ice is thin and makes an enemy cross it, or make a pitfall trap out of a natural hole in the ground etc.). I'd also like to see them use traps and poisons in conjunction, but without a fatal poison or trap combination that could be used to win most situations (so you may have a poison that prevents a mage from casting and put it on a trap that you lure a mage into - great - but this combo is situational, may be difficult/costly to make and may be heavy to carry around as well). Finally I'd like to see use of traditional rogue skills, i.e. thievery, used to spread dissension in enemy ranks (say you have a group of goblins with a leader and his right hand man with obvious designs on leadership which you observe from the shadows, you take a ancestral charm from the leader and stick it in the second in comands belongings - then wait for the fireworks to start). Maybe a soul based ability would allow them speech mimicry (to again spread dissension - "What did you just say to me?!"), but I'd imagine mimicry and voice-throwing would probably be the purview of the chanter. Ultimately what I'm after is non-combat skill use to whittle the enemy down, then maybe backstabs to off the remaining weakened members of the group. To me, this is the perfect rogue.
  22. Well in that case maybe some cultures should remain "pure" so to speak, especially the less developed and less materialistic ones.
  23. I think the relations that a town or city develops towards you that they have said are in the game will cover consequences pretty well, so I wouldn't worry on that account. I think it's perhaps important to say that mature themes shouldn't be in adundance all the time - fantasy games I think inherently should incorporate at times a sense of hope and wonder - but they should be there, lurking in the dark corners of society; waiting for the character to look a little deeper into a situation they do not feel is all that it appears to be. That way people could choose to be ignorant if they wanted, just like how some people turn a blind eye in real life to things they perhaps shouldn't.
  24. Being as broad and open ended as possible, what would you like to see in the game to establish verisimilitude or realism? People have already stated things along the lines they want armour to have a historical basis, this is only a tiny portion of what could make the world feel more organic to you. To get the ball rolling I'd like a working civil service that did things, at least for certain civilisations. Maybe you could gain access to their parliament and witness a political debate, and you could see whatever version of their police force (or town guard, whatever) in action; apprehending muggers and breaking down doors to drag a murderer into daylight, what have you. Firemen would stop blazes caused in bakeries from getting out of control, the juidicary could been seen sentencing people and they may even have an organised delivery service running letters around the city. Ultimately I'd want something where you could believe if it was ripped out of the game and plonked in medieval Europe it would be a workable system, with all bases covered and no gaps in logic or continuity as to how does this work or that. The activities of these services would be on a long loop, so yes you might witness the same thing twice if you played the game long enough - but there would only be a small chance of catching the loop at the right time and seeing a similar occurence twice. Towns should basically feel like even when the character isn't there they are living, maybe developing (and not in a story state dependant way), without you - having a feasible model for how the civil services work is quite an important feature in that.
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