Jump to content

Keldorn

Members
  • Posts

    37
  • Joined

  • Last visited

Everything posted by Keldorn

  1. Aye, I have thought of this also. But this can only be implemented if the theme of the dungeon corresponds with this well. I mean, if the dungeon is crawling with undead and/or demons, wouldn't it mean that they, too, are very easily able to leave the dungeon that way? That would result in the massive dungeon to be more versatile and more integrated in the entire world of Project: Eternity. Also, this solution could solve the problem of returning to the surface for the top several floors. I can imagine many levels being connected by tunnels, but when you go past level 10 or so, it wouldn't make much sense that there still are more tunnels going to the surface since you are so deep. What's possible is that levels, for instance lvl 12 and lvl 8, are connected to other levels by means of tunnels, elevators and stairs.
  2. Any of you played Jagged Alliance 2 and more recently, Jagged Alliance 3? That's an example of two games, somewhat similar to an oldskool cRPG (being isometric, strategic and gaining experience and all), going from turn-based to real-time. And although it takes some time to get into JA3 since it is so slow, the combat system is actually very good. So in my opinion, both a turn-based and a real-time combat system can be two very good systems and I wouldn't mind seeing either one of them in our Project: Eternity.
  3. I think the dungeon should not have an easy-to-access exit. Just walk the damn dungeon! Back and forth! But, for the lazy people, a maximum total of one portal is allowed by me! No merchant next to the entrance - the dungeon isn't a theme park with many tourists visiting on a daily basis! It's a dungeon! Also, the dungeon should get more and more difficult the lower you get! If you can't beat it, just walk back to the surface and train yourselves before re-entering again! And a town that's plagued by the inhabitants of the dungeon? That sounds so cliché and small! A town, with 10 houses and some farms - troubled by a huge 13-story deep dungeon? What's wrong with a huge long-forgotten dwarven city with connecting tunnels to some locked demon, a mad wizard or a drow-like city? A labyrinth of tunnels with an underground sea in which a huge kraken-like creature lies dormant for thousands of years but was recently awakened due to some stupid dwarf or gnome that dropped a pebble on its head? An enormous temple - dedicated to a forgotten god who became angry and started spewing out undead and demons because he was forgotten and longs for a hug or a sword in his mortal form?
  4. Although Project Eternity will not be D&D, I surely hope that the system will not differ too much. I love choosing between strength, dexterity, constitution, wisdom, intelligence and charisma because I feel this gives me much control over the way a character is. Wanting fighters to benefit from intelligence is fine and all, but in the end a fighter does what he does - he fights. Sure, brute strength just makes him hit harder and sure, he also needs to fight well, but isn't that linked to weapon profiency, for example? Experience in fighting is not necessarily linked to intelligence or dexterity, for that matter. And talk about a fighter that is also a tactic expert? I think that's nonsense, because as I said - a fighter fights. Another character in the party can have a high intelligence to provide the party with tactical insight. A paladin, for example, is usually considered to be the tactical fighter because not only is he strong and healthy, he also is intelligent and charismatic. I also think gear should be restricted to stats. A composite bow is huge and requires strength and profience to handle it, magical robes require intelligence to benefit from or use its magical stats and plate mail is heavy and limits movement and flexibility whereas leather armour is lighter and softer, which allows for more movement. Yes, in my opinion every class is allowed to wear every armour and use every weapon - but eventually mages will benefit much more from lighter armour which allows them to move their arms more easily for spells, and daggers, short/long swords and staves, since they are simply most commonly used by mages. Possibly also because they are not heavy in use, such as an axe or a bastard sword is.
  5. I wasn't entirely sure whether or not PayPal would still be up after Kickstarter ended, so I donated yesterday within Kickstarter's last few hours or so. I'm looking extremely forward to the game and am very happy the four million goal was achieved!
  6. I believe a villain does not necessarily need to be crazy or mad. Sometimes, a villain is just a regular person viewing things from another perspective. For instance, it can be that, from the villain's point of view, your character has done terrible things to him. I guess (and most certainly hope) many of you have read the books of George R.R. Martin's 'A Song of Ice and Fire', and I think this story is a perfect example for this. There are many different storylines in the overall story, and sometimes they intertwine. However, every time you read a person's chapter, you feel with the character and his or her choices. But in every chapter, almost every other person is a bad person. It goes on in an endless cycle, making everyone a villain to at least one other person! But to me, I believe a villain can be any kind of person. It can be a king, your closest friend, or maybe even some beggar on the street. It's interesting when a villain is somewhat personal, but it does not need to be as such. For example, the villain does not require to have done something personal from the beginning - this can gradually happen, maybe even occuring from a person who you would never have thought would be or turn a villain. But his story should be his and my story should be mine, colliding and excalating at one point.
  7. I hail from The Netherlands, a country's name which I've always thought would fit very well in a fantasy novel or game.
  8. Thank you, and of course I accept your apology. But it's not surprising a subject like this is hotly debated. That is essentially why I made my first post on these forums. For me it also is a kind of a dealbreaker. I tend to look past the action in the game and love the lore and storytelling of both the main storyline and of the companion's. I believe romance is simply a part of this, as is any form of relationship with companions - be it love, hate, or simple friendship.
  9. I think items should have a durability and can be breakable. I also agree that such items can only be repaired at a blacksmith, and no, not magical items. I believe magical items should be treated as such, some crude blacksmith can not possibly deal with magic. Maybe certain, famous or experienced blacksmiths can. Speaking of blacksmiths.. Maybe it is interesting to note that blacksmiths, I believe, should have different sets and levels of skill in the making of items. I think it is preposterous blacksmiths can make every item every other blacksmith can make as well. A small town's blacksmith can maybe make some simple leather and mail items, a castle's blacksmith can make gorgeous pieces out of rare steel and heated with the fire of a dragon, and an elven blacksmith, for example, uses ancient techniques that harbours epic magic. - Keldorn
  10. From where? From Facebook, through the community page of 'Baldur's Gate Series', through its post about Project Eternity and eventually through the kickstarter page. Today. Just now. Is it so strange, though? I need to start posting somewhere. I just know I want to pitch in and share my thoughts, since I have seen my share of RPG's.
  11. Yes, I think companion loyalty is very important, but I would prefer it to be hidden. I think it is rediculous recent games implement an all-know status about your companions. Since when do you know exactly what your girlfriend / wife is thinking? You can guess, but know? But then again, recent games implement giving gifts ending up in having sex... - Keldorn
  12. Dear Obsidian, Actually, asking for a 'yes' or 'no' about romance is just silly. It simply is part of the relationship your main character will have with the people around you. If you can end up hating each other, why not love each other? For me, however, it is most important that romance has to be done extremely well in the game. I disliked the fact in certain games that romance ended up only in having sex with each other. A game that deals great with its companions storylines is, of course, Baldur's Gate. Especially Shadows of Amn & Throne of Bhaal. I could not stop ending up with Aerie, every single time. Also, because every time it was different! I made her hate me, I made her leave me and I made her stay with me. Her background s6tory was beautiful and so was the relationship between my character and her. This was because her background storyline was so beautiful and saddening, the dialogue and storytelling that developed while playing the game was incredibly neatly done and because of the beautiful music that shared the scenes. It is also very important to note that the romance did not simply develop according to some amount of 'gifts' that would have been given, but according to the unique dialogue and due to the time the character was given to 'think' about what was said. Also, and this is bringing tears into my eyes, the romance that was shared with Jaheira. It does not always need to end up in sex or marriage, because romance can be complicated due to events that happened (shared or no) in the past. Jaheira faced some serious things right at the beginning of SoA, and it changed and scarred her completely. The great thing about Baldur's Gate was that these things felt so real. In short, I think it is very important that romance is incorporated in the game, as it is part of the storylines between your character and your companion(s). However, I believe it must be done extremely well. I think romance in the game should be treated seriously. It needs a unique and possibly extensive background story and a story that intertwines with the characters actions and dialogue choices. Romance requires time and does not need to be nice and joyful. Romance can be very saddening, also. Oh, and it needs a corresponding musical score. - Keldorn
×
×
  • Create New...