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Posts posted by Acre

  1. Lay it on us with the item degradation, I say. Make boots worn down from travelling and make guns rust when exposed to salty sea air! Your belt loses durability whenever you switch weapons in combat and a broken belt makes switching slower. I'm not even kidding although you wish I were.

    A lot of this, though, is dependent on how repairing works. If it's only done at camp areas that might help make it not busy-work like, but rather a strategic choice of what to repair for your next venture.

  2. For important dialogue I'd prefer a very pruned-down dialogue tree with no options to "go back up" the tree (like Alpha Protocol), combined with a system where you can prompt NPC's for additional info by clicking on items in your inventory or quest-log entries (like how you used your "gold" item in Quest for Glory to start trading)

  3. Okay, i haven't thought this quite through but what if their mind-control ability was literally a case of them moving their entire consciousness to another character. Of course this presents the obvious disadvantage of your body being completely exposed but it might be a neat way to dodge the mind spells of enemies and keep casting your own from another mind. So if two ciphers are fighting in opposing parties,they'd always be scanning to battlefield trying to locate, pin down or expel the other.

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  4. Lower speech-skills in return for some Fallout-like empathy ability? I remember Conan being described basically like this in certain stories, but that's if you want to go the "noble savage" route. Maybe a bonus with low-tier weapons and armor that fighters would eventually abandon (rather than inability to use high-tier).


    Edit: gigantic mirth and melancholy, that should be their abilities.

  5. The original proposal by Sawyer was interesting, I think, but this never iteration seems good too.

    It'd be nice if Obsidian could make missing something else than a boring non-event - I mean, I've never actually played an RPG where missing led me to change my tactics. No, rather, I would just have to sit there and wait for the optimal outcome to succeed. I'm reminded of swashbuckling-movies where every miss is a thrilling moment but that may be outside the scope of a computer game to emulate.

    I also think weapon jamming in Fallout 3 was so much more fun than any critical miss in F1 & 2. I never upped my gun skills just so I could get those "oh crap" moments.

  6. Could this become the "multitudes of things QfG did right" thread?

    Anyway, it seems to me that the addition of stamina is in there to make in-dungeon resting superfluous. Since stamina would regen fast enough to be full-up for every encounter (well, I don't really know that for sure) and health would require going back to the inn or whatever (I dont really know that either).

    Seems like a solution to those annoying moments in BG when you'd have to rest to have a chance of proceeding - backtracking is a chore, but in the wilderness you would continuously be interrupted by ambushes. Here, you'd basically be able to soldier on even with an entire party at 1 health, because the stamina would serve as a buffer?

  7. I've generally been for objective-based XP since playing Bloodlines. If I remember correctly, that game also gave you kill-XP if the monster you fought was something unique - but even in that situation, say if you met a coven of witches summoning a demon in the woods, or a dragon counting the coins in its hoard, I don't see why sneaking away undetected needs to be a less thrilling situation than slaying them.

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  8. Actually, I think the way dialogue worked in the Discworld Noir game would work great for RPGs. First of all, you had your basic dialogue-tree, with no repeatable options, kinda like Alpha Protocol in that regard. But in top of that you also had your notebook of clues that you could use as topics for conversation, and even all the items in your inventory could elicit some response from the NPC.

    I mean, all RPGs really have you cataloguing a whole bunch of stuff - you got maps of every major location, you got quest journals, inventories, sometimes beastiaries, so why not have them be usable as your repeatable dialogue? In this way, all the repeatable kind of dialogue (want to trade? where's the inn? what do you know about X [character/place/artefact]) would be something you dipped into your codex (or pockets) to ask about, and would, of course, be of lesser consequence than the actual written lines.

  9. I don't know which inventory system would be best. I think all the different kinds of inventories I've seen have had their own flaws but a lot of them seem easily fixed.

    Like the "tetris-style" inventory from Diablo or Deus Ex: HR, all they really need is an auto-sorting button(already done in Arcanum, I think?) and the capability to click and drag several items at once. DE:HR even let you rotate the items - which would, no doubt, work even better when you can actually use the mouse.

    As for the BG's, I guess the worst thing was non-stacking gems and stuff taking up your space.

    The WoW inventory is effective and designed for PC controls but I just find it, idunno, lacking in style?

    I like the idea of a more "free-form" inventory, like in Morrowing or Quest for Glory 5. You'd equip stuff, but not in pre-designated boxes that surround your character in the inv. screen, so you could mix and match. Makes me feel fashionable.

  10. Liked the lockpicking minigame in Fallout 3/NV, but it seems like a poor fit for a (largely) party-based game. Wouldn't that leave five of my guys are unattended? Unless the game paused during lockpicking, but ehhh...

    If there's to be some special challenge to lockpicking, it should probably be what you do with the five guys who arent doing the 'picking.

    But they could surely improve on the lockpicking from the early Fallouts or Baldur's Gate, where you'd just keep using the skill until you got "success!"

    Like maybe a time element... this door takes so-and-so seconds to open - during which time the rest of the party fights gorks and gumblins or whatever.

  11. I think identifying adds a lot of excitement, even when it's handled annoyingly, like Diablo 2. In BG 1 you could eqip unidentified items, and I think you could do so in Diablo 1 as well, which was really neat, so if identification is in, that is a must-have feature.

    Otherwise, the BG way of identifying with lore and spells is fine, I think, but I really like some of the suggestions here, like finding tomes that explain certain items for you, or using different skills to identify different properties. Like, maybe instead of a catch-all 'identify' spell, you would f.ex. cast 'detect evil' and suddenly discover that your mace is +1 against good creatures. Something like that.

    Or just identify through long-term use.

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