Everything posted by qstoffe
- [Merged] Cooldown Thread
- [Merged] Cooldown Thread
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[merged] Vancian Magic System and cooldowns
I would like a system based on fatigue. Here are som ideas I have for that. Casting a spell drains fatigue. Different spells drain different amounts. Optionally fatigue can be drained in more ways than just by spell casting. Resting is only possible at specific/safe locations (i.e. inns). Alternatively resting is limited. Maybe 1 use per day or until your limited food supply run out and you need to restock in nearest town. Optionally; resting in more dangerous zones only restores fatigue to a certain level. Fatigue affects spells in one OR more ways. i.e. casting time, effectiveness, % of spell failure. I'm really excited about a system based on fatigue. I think a system like that could really aid in making this game more tactical. Were you feel your choices have bigger impact than the shortsighted and consolized cooldowns have.
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[merged] Vancian Magic System and cooldowns
Please avoid cooldowns at all costs! It puts too much focus on waiting for cooldowns than to actually think about what spell would be the best to use. Cooldowns belongs to REALTIME action games like Diablo were you don't plan so far ahead in a combat. In a more semi-turn-based game it destroys most of the fun from tactically choosing spells instead of just using the most powerful spell that is not on cooldown. I basically think ANY system is better than using action-time-critical cooldowns. IMO the more "turn" based features the combat has the better.
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What would make you pledge more?
This! Preferably in a digital download. Also posters and desktop wallpapers.
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Spell descriptions
I'm wondering about your thoughts on spell descriptions. Do you prefer the way spell descriptions are given in Dragon Age or do you prefer the ones in the Infinity games? If you have a different suggestion of how spell descriptions should be presented in the game, speak up!
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How should the UI look?
Text should be easy to read no matter what resolution or dialog you're reading (tooltips, menus, item descriptions etc). I liked the font and colors of Fallout 1 & 2. They were very easy on the eyes. NWN is the complete opposite, very blurry text and hard on the eyes even if you play at low resolutions. Also make sure that conversations are MODAL. NWN handled this very badly by allowing actions to interupt while in the middle of conversations. Also make sure time is paused during conversatsions. Don't want my buffs to run out just because I'm taking my time when talking to someone. The UI of DA1 was clean and ok but lacked a lot of things like good textual feedback during combats. Don't hide to-hit rolls and such to the user. Preferably include an option like Fallout had for Combat Messages, where you could set it to verbose mode.
- How should the UI look?
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Rarity of magic items?
I don't mind a lot of magic items as long as they aren't generic, i.e. +1 swords. Also, they shouldn't become obsoleted by better items in a crazy pace (like they did in DA2).
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How old is everyone?
I'm interested in the age of the average Project Eternity follower. IMO the big publishers have been targeting a younger and younger age group in recent years. I'm assuming most project Eternity followers have played Fallout, Baldur's Gate and maybe even older RPGs. It would be interesting if everyone stated their age and favourite RPGs.