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TrashMan

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Everything posted by TrashMan

  1. How do you know that is true in PE? It could be possible that as someone gains more control over the power of their soul, they are able to take more damage in the setting. What is true in the real world is not necessarily true in a fantasy world. I don't. However, I can't argue over fictional physics that is an unknown. Hell, pick ANY mechanics you want to see, ANY thing you think MUST be done in X way in a RPG like this. Do that, and I will concoct a fictional scenario in which it doesn't apply or makes no sense. And finally, that is not something I wish to see, regardless if it makes sesne in PE or not. So if people eat with their nose and walk on their hands and black is white an white is black...perfectly fine? Believabiltiy is practicly never out of place, especially not if you want ot get immersed in a world. I played games with tons of different mechanics and enjoyed quite a few, but unlike you, I don't try to force realism-based mechanics in to a unrealistic setting. No, you are trying to force your own ideas of what should be in. Everything has historical baggage. IE games, D&D - they all build upon the fundations of older, simpler games....where HP was everything rolled into one.
  2. Depends. How many kills/hits does it take to become familiar with it? When does it cap? (obviously, you can't keep improving forever, so kills over X dont' increase familiarity anymore...altough they could have other benefits, not tied to the user...as someoen else said..kill a 100 orcs with itand the blade becomes the orcslayer - something that is transferrable.) If it takes 100 kills to get a +1 to hit/parry bonus with it, then it's very much possible to become familiar with a few weapons during a palytrough.
  3. Familiarity is not teh same as enchantment. Let me give you an example/possibilities. - PC gets awarded an old family sword as a reward by a vilalger he saved. High quality steel. - PC uses sword for a while, gets X kills, gains familiarity bonus +1 - PC helps a master blacksmith that re-forges the sword for him. The sword gets +1 bonus for being masterwork - PC further pays/quests to get enchantments for the sword. The sword now radiates fire or something - the PC customizes his sword further, adding a jewled pommel and a ricasso. - the PC bonds with the weapon further, inbuing it with a tiny piece of his soul ( more power) Now the PC gives the weapon to someone else, because he found the ultimate sword of badassery. Since all of the above properties are part of the sword, the new user would get them all EXCEPT familiartiy bonus..he needs to get familiar with the weapon himself. Possibly, the soul binding may or may not work for him (or work only to a specific extent), but that is a design/balance decision.
  4. Except those stats have never been part of HP. They have always dealt with either reducing the damage taken or avoiding hits. HP has represented how much damage you can take before dying or being knocked unconscious in pretty much every system it has been implemented in. When it increases, it shows that the character can take more damage without being killed or knocked out. It is logical. Not REALISTIC, but arguing for realism in a game like PE is like arguing for a butcher shop to be vegan friendly. Except they were. HP was early on a stat that told you how difficult you were to kill. It was a very, very big abstraction from the times PC's were slow as hell and games were simple. THAT is why it increased with level. How much damage you can take before diying should not increase based off experience because that has NOTHING to do with experience. Arguing for realism? Don't be a raging hypocrite. People are constantly arguing for realism (or beleviability), only in different areas. Then if you dont' even want ot TRY and understand, shut up. You got nothing of worth to add to this discussion. I don't have to imagine it because I already know. I played IE games and games with completley different mechanics and I had fun. Unlike you, I'm open to different mechanics and experiences. Then the problem is with you, not the game.
  5. It would be cool to have weapons that earned experience and thus leveled up the more you used them. But using the same Mundane Barrel Sword the whole game? No thanks. A sword forged by a master smith from rare ores is hardly "mundane". I'm against only magic making weapons better. Mechanicly speaking there is not much difference between a +1 magical bonus or +1 bonus because quality of smithing or materials used. But there is a difference in feel/atmosphere. Hell, I'm against any greater damage range in weapons. I HATE it when games start you off with a dagger that does 10 damage, only to end up with a dagger that does 1000 dmg. I guess some people want a normal longsword to deal 1d8 dmg and a magical longsword to deal 1d8+20 and shoot fireballs and level continents. I don't. I personally don't want too much emphasis put on loot/items/magic.
  6. No, it's not completely static. In some ways it's more flexible. HP as it was has NO LOGICAL justification anymore. It makes no sense. All the things that used to be part of HP (dodge, armor, parry, defense) were outsorced to separate variables. Tehre is no need to treat HP like before, because what it logicly represents isn't the same. The mathematical model changed, new variables were added. It's just there to give a cheap and fake illusion of power to suer-special snowflakes. Our definition of different is different. I disagree and will continue to disagree and any further discussion about it is pointless. Drop it. So you do lack imagination, because you cannot phantom any different kind of experience or representation of power. Thank you for proving my point. If games that have no (or tiny) stat increases can make you feel more powerfull as the game progresses and make you feel challenged, then what is stoping this game for achieving the same? Power scales are not for you to determine. Actually, IIRC, the level range is said to be similar to BG1 (or, roughly equalent to D&D lvl 10) And FYI, I modded such a system into BG2 and it was a blast to play.
  7. Why would a mastercrafted sword be a PoS weapon? Why would you even consider it such? Because it's not magical?
  8. No. Weapon proficiencies are tied to a specific weapon type - they are basicly training with a weapon type/class. This is tied to an individual weapon. I find constant switching of weapons boriung and soulless. Fomr +1 to +2 to +3 to +4. That feels liek Diabo and NOT like an epic adventure. Practicly all epic heros have a signature weapon. They don't have an armory.
  9. Except your definition of "combat XP done right" is arbitrary and objective XP does everything you claim you want.
  10. Yes, there are historical examples of named weapons. It is generally the wielder that makes the weapon legendary/famous http://en.wikipedia.org/wiki/List_of_historical_swords
  11. Consequences for taking too long or ditching quests? Yes please. However, if TRH gets his way, then it would be a perfect grind for kill XP.....
  12. Dude, I never said "no magic". I said it should be rare and I said items don't have to be magical for people to want to use/wear them. I used the color of the cloak as an example why someone would want to wear it even tough it's not magical.
  13. Well, someone here is lost and it isn't me. No, what I propose ISN'T very different from a standard. It's a change in the growth of ONE variable. It is similar, because HP is still there and all otehr stats and practicly everything else is and works the same. Change in one variable DOES NOT constitute a "huge difference". And I couldn't give a rats ass if something liek that wasn't there in every other IE game. It is you who hold them up as some holy Grail of perfection. Not me. You object agaisnt it on the notion that is isn't EXACTLY like a IE game. So you are talling me that you are actively against it on the account of semantics? You AE objecting to it and you gave no otehr reason other than "it's wasn't in a IE game". Yes, it would work. It's not my fault you are totaly incompetent at balancing and/or lack any and all immagination. 1) There is a difference between STAT INCREASE and STAT INFLATION. I don't recall ever saiyng I'm again any stat increasing at all. 2) what are Feats other than specific bonuses (circumstantial stat increases) You keep saying "it wouldn't work" without anything to back it up other than your own fears and limited vision. You seem incapable of thinking outside the box or imagining any experience other tha na perfect IE copy. And you seem to think there is only ONE way something could be done and that High Fantasy means massive power scales. That's not what defines high fantasy mate. No, it would work and it can work and it DID work.
  14. Black Blade of Disaster disagrees with you. Damn, how I loved that spell.
  15. Hurr...made a new thread about weapon familiarity: http://forums.obsidian.net/topic/63375-weapon-familiarity-normal-weapons-and-weapon-upgrades/ Discuss till your hearts content. Anotehr thought: plate armor requires fitting (blacksmith) before it can be used effectively? EDIT: Aaaand.. I can't edit the poll. Lovely. I guess we will have to make new threads/polls once we gather enough ideas. I'd reccomened a 10/20/30 treshold, as that's the limit a poll has anyway
  16. BASIC IDEA: - the longer you use a weapon the more accustomed you get to it. After a while you start getting familiarity bonuses, since the weapon has become an extension of yourself. Small bonuses to hit/defense? IMPLEMENTATION: - track familiarity value for each weapon? Seems simpler than tracking it on a per-character basis. Basicly, an arry with the characters ID and familiarity would be attached to each weapon. So if your PC used sword #158 for a while and then gave it to Forton, the sword would have two entries, for PC and Forton. Something like: ID000 150 <--- PC ID004 21 <---- some other party member The value to track to determine familiarity - number of sucesfull attacks? If it's kills it seems abusable (switch weapon when enemy is near death to get a kill) Since magical weapon would appear later in the game, this gives mundane weapons more utility, is somewhat realistic...and if you happen to get a magical weapon early.. SCORE! ADDEDNDUM: - weapon upgrades? - weapon customization? If you get to forge your own weapon (or better yet have a weapon forged for you) the abiltiy to customize it. Apperance wise, because of zoom there would be no need for a different model, but the icon and weapon description could differ. You can make a weapon unique in apperance. Also, maybe even sligtly different bonuses? If for example, you put parrying hooks on a sword you get a parry bonus. A bigger pommel foor more crushing damage/better balance? Etc... MUNDANE WEAPONS Should be viable for the entire game. A masterwork sword of high quality steel (or some other metal) may not be magical, but it would still be extreemly deadly. QUEST TIE-IN: Quests to make your own weapon or upgrade your existing one? Familiarity treshold necessary?
  17. That's the kind of stuff I meant by low magic, which I'd consider to be anything of +1 or lower, anything that enhances skills or anything that offers minor resistances, gives out light, returning enhancements on throwing weapons, mild poisoning effects and so on. Major magic being things like high + scores, ability to cast spells or use powers, attribute bonuses, major elemental damage, vampiric, wounding, bonus vs specific enemies, damage type immunities, spell resistance and so on. That's kind of stuff, generally speaking, shouldn't turn up u til the second half of the game. I'd also add I'd beentirely open to the Dungeon Siege 1 model of startingthe game at a 'sub-weapons level' as that was afeature I really liked about that - starting in just your normal clothes with some gardening implements gave bigger scope to the adventure instead of immediately kitting yourself out in combat stuff, the contrast made you feel like you'd come further. If you were doing that I'd happily endorse shifting the point where you get magic stuff back because then you still have clear character development in a way I don't feel is adequetly served by a weapon quality mechanic. That isn't even magical. It's mundane. A florescent ring that glows in the dark? No magic needed. Poison? no magic needed. Cold resistance? Any fur cloak or boots would help there. So no, I don't see a need for magical items everywhere. And that doesn't make slots pointless. Maybe I jsut want ot have a RED cloak simply because I like the color. EDIt: I'm gonna make a new thread for hte weapon familiarity thing tomorrow.. best not to clog this one.
  18. Yeah, I can edit the poll. A total of 3 questions with 10 answers each is possible (so 30 ideas) For more than that a new poll?
  19. Indira, I started a poll as it's kinda easier then adding ticks'. Just copy-paste the links in that thread if you can.
  20. The replace the clumsy "l" system..here's a multi-option poll. Indira, if you could copy-paste you list with links and/or more detailed descriptions, I'd be much oblidged. Untill then, more info on each point cna be founf in the other thread.
  21. I don't see opening locks with guns as viable. Mythbusters kinda proved that it doesn't work well even with high-caliber modern guns.
  22. For example? Jagged Alliance 2. The system is very balanced and you can't really munchkin it around. You can't create a super-merc. Swinging your sword at empty air for hours to increase your skill wouldn't work there.
  23. Glad you like it I have long been pondering RPG mechanics and made a long document with mechancis and systems I'd like to see. This is one of hte items from the list.
  24. Incorrect. It all depends on implementation and different games have different implementation.
  25. You still spent time and effort. You're just not making a very good case here, since your approval of the system is completely arbitrary. Also, leveling up is rare enough that it's hardly worth considering as a tactical element in deciding to retreat. Why would you retreat if the battle is going fine? If it isn't, you're going to retreat either way. Either way, "XP on death" is in no way more logical or better than "XP on effort".
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