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Everything posted by Jojobobo

  1. I don't think there should be resting, sitting down for a little while or sleeping never magically made peoples' arms reattach themselves to their bodies. I think cooldown is key, giving a mass heal spell one use and a real time cooldown of 20 minutes would stop players from abusing resting entirely; as though someone could leave there game running for 20 minutes in a practical sense you often wouldn't bother. Then with easier difficulties you could just reduce the cooldown time, simple as. Sleep should only be there to reduce fatigue or exhaustion on a hardcore mode, like New Vegas, in my opi
  2. So what sort of range would you like stats to fall under, or don't you think it matters? For me I normally like as small a range as possible, so when I improve a stat it really feels like I'm doing something important and not making 29 strength into 30; however this compromises slightly on fine manipulation in the mechanics (more increments allows for more complexity) so I think a range of 1-10 would be sufficient, I guess if they are using a D20 systems it will probably have to be higher. I do think there should be a finite limit on how much you can improve a stat - even with equipment - as t
  3. I thought that swords largely fell into disuse in medieval times due to not being able to cut through chainmail? As in though you could use a sword as a piercing weapon, axes often did a better job (a smaller blade so more PPSI, and often you have the spike on the other side of the blade too for even more PPSI) and maces offered concussion or the chance to break some ribs - slashing against chainmail or even platemail is pretty damn useless. Ideally I think this would be nicely represented in the game by a few people using magic swords that could get through armor, but with the vast majority o
  4. I'd like to see Ciphers, and mind control in general, incorporated in an intelligent way. Say there's a woman who's grieving over her husband who was brutally murdered by burgulars trying to get a magical necklace from her house. Grief has destroyed her life - all her friends and family have deserted her for being as she is - and the reason why she can't get over her grief is not because her husband is dead, but because of the horrible and mentally scarring manner in which he was killed right in front of her. Now as a cipher would it be right to alter her memories so that her husband died in a
  5. I think killable children should be the case, with a reputation penalty. I think there should also be some surprises if you go around killing children willy-nilly too, for example if someone could shapeshift to make themselves look like other people then a player attacking someone they thought to be a child would be in for a nasty surprise. I know that's a bit cheesy, but something along those lines might be fun.
  6. So, would you like experience for killing enemies? I personally like it when experience is only rewarded for killing significant enemies, such as bosses, as this prevents characters from grinding to high levels by random ecounter fights early on. It also gives the developers a tight control on how a character levels up, as when only finite experience is dished out they know a player will only be at a certain level when they come to a certain point in the game. In an open world environment, this can be tackled by making some quests only open up at certain stages during the main story or when a
  7. I think the real question is will there be toilets? 9/10 people agree that having toilets in a game make it feel more alive - it's a real statistic, honest!
  8. I don't see how it would detract from group based play, it would just provide gamers with extra options and for me having options is what rpg play is all about. I guess I should make it clear that I'm not after radical time consuming changes that would take lots of effort to implement thereby detracting from the main thrust of the game which is group play; what I would like is just a few minor features that help to differentiate solo play from group play, so that the absence of companions isn't the only thing that is different when playing solo which is the case in all the rpgs I can think of.
  9. Well even if the "benefits" did not make the game easier, I think maybe unique dialogue options would be fun - just a way of letting you know that the game acknowledges what you're doing and to help solo play feel as if it is a different style in itself rather than simply playing without companions. I guess what I'm driving for is something that sets solo play apart - in most games all you notice when you play solo is the lack of your companions' stories and quest arcs, having something extra even if it's just different options during the story that offer no mechanical benefits would be intere
  10. I suppose you're right - part of the fun of solo-ing is that it is more of a challenge than regular play. Still I stand by that a few little touches would be cool, to reward a player for having a harder time of it without companions.
  11. This seems like the place to make suggestions, so here it goes: I would like to see some benefits included for players who want to go solo, i.e. companion less. I appreciate that having companions increases a player's emotional involvement in the game and also makes the combat more tactical, but personally with rpg games like this I always like to do a solo run as well. The kind of benefits I would like to see are things like magical equipment that can only be worn if you have no companions/followers in your party, a few quests that can only be attempted if you have no companions (or maybe
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