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Failion

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Posts posted by Failion

  1. I'm with Nonek and Wolfengang - if undead are to be creepy, they can't just be more hack-fodder for the player.  You see this in successful horror games; generally speaking, you have little power to combat the evil around you.  The haunted hotel in Vampire the Masquerade: Bloodlines was awesome, and yet you never directly confront the ghost with the axe.  You just survive as best you can, while the atmosphere and scripted events stimulate your imagination and provide ample tension.

     

    That being said, I have to agree that zombies and the like have become so common as to remove any impact from the player in most situations.  This isn't to say that zombies can't be scary, just that it is harder now when people have seen every variation of zombie attack 20 times over (also, they're slow and mindless.  Without crushing numbers or a tendency to leap from the shadows, they're not particularly intimidating).

    Agree you can't have horror if the undead are pushovers. Original resident evil games were scary because the monsters actually felt like a threat. So instead of making undead like zombies panies 2 or more zombies flanking a player would have the power to overwhelm him. I'm guessing when it comes to spooky atmosphere they'll go with the scary music and atmosphere like every other isometric game that is not horror focused. 

  2. I do not care about the number scheme of things. Baldurs gate if you have +5 to your thaco score and magical weapon. Good game you beat the game no matter what your weapon preference is. The game is easy no matter what route you take. All it needed was more balanced builds and some not being utterly useless in comparison to the overpowered builds. This is 2013 and I doubt obsidian is going to do a repeat of the goofy balance of 2nd edition kits when it comes to their class balance. 

     

    I just want to see obsidians spin on a modern real time rpg with modern stuff like cool attack animations and hopefully more gameplay content. weapons sledgehammers and pikes. 

  3. The most strategic black isle game I played was fallout tactics online in real time. The fights were way more tense and entertaining then what turn based can offer. Real time is more entertaining if the enemy is not stupid like the infinity engine games and if the mechanics were more improved to rts standards. Turn based is awesome but xcom and fallout turn based in a planescape torment sequel? I don't know about that. It is a lot easier to pull off good turn based and if inexile feels that would be gaming experience go for it.

  4. I can see faction diplomacy in being a evil lord be interesting in making the player question his nature. To not get factions in the game wreck your stronghold you have to become good friends with the corrupt evil elite in said factions. And this may involve participating in homosexual sex orgy, slavery or whatever. How much are you willing to sink in the rabbit hole of being evil so you can be a thieving, murdering ass.

  5. 3d games are fun. Hell I loved the hell out of the n64,playstation and pc 3d games. Which had blocky textures and horrifying camera. I still remember how awful the original tomb raiders camera was god that would give me cancer If I were forced to play it today. Lol its funny seeing gamers today who didnt grow up with the 3d games of old that even modern ones with their much improved camera angles like super mario galaxy are way over their head and they cant play them. 

     

     

     

     

  6. isometric rpgs you need good game to attract players. Niche players only also, even most old school do not find isometric games visually appealing. And the main market of gamers now which consist of mostly young generation are all about good graphics and isometric doesn't cut it as good. They don't even care about rpg elements and are more about pure action. I seen how multiple younger gamers play games like fallout new vegas and the latest dues ex. They care very little about role playing and the games story, They kill everything in the game.

  7.  

    The thing about making your stronghold some spooky halloween necromancer death lair. I don't know you have to ask how smart and powerful are the forces are the game world. Would city states stand idle and let some murdering madman stronghold stand or march their armies to destroy it. Perhaps masquerading and decorating it so it is of high class and standard would better suit a dark lord that is evil. Well it really depends how smart the denizens of the game world and and obsidian wants to do with their game.

     

    That's about mechanics ingame, and in the same time the politicals situations of the differents city states.

     

    you can yes masquerade your stronghold, that could be a good lorefriendly explanation. But if you're an "evil" (I use the "" from the beginning because this is too simplified as a terme)and not masquerading anything, ok, they won't like you. But, they are not stupid, if you help them defeat the main ennemy, and let's take a general main plot, who's theatening their life and citizens, they won't attack you if they think you can be useful to defeat this ennemy. They'll eventually turn on you after the war is over, or if you're a good diplomat, make truce pact (who will eventually be over in less than some years assurely ^^). But this is all about context, so I'm not complaining or anything, let's see what it will be when we'll really be playing on.

     

    Would be interesting seeing something like fallout new vegas reputation system. What you do in your stronghold affects the relationship with factions in the game. The factions elite members may hate you and want to kill you at first depending on what you do in your stronghold. And eventually if you make significant choices in your stronghold and do not be diplomatic they can sway their entire faction to wreck your stronghold.

  8. The thing about making your stronghold some spooky halloween necromancer death lair. I don't know you have to ask how smart and powerful are the forces are the game world. Would city states stand idle and let some murdering madman stronghold stand or march their armies to destroy it. Perhaps masquerading and decorating it so it is of high class and standard would better suit a dark lord that is evil. Well it really depends how smart the denizens of the game world and and obsidian wants to do with their game.

  9. Having continuous sequels with same protagonist is a bad idea. You need very strong cast of characters and story to keep your audience hooked. Mass Effect failed imo because by the third game I did not care about shepherds story.

     

    Instead of making epic levels about the individual how about the group instead. Epic levels in project eternity would consist of group of souls that are able to perform spectacular feats that work as unison to defeat foes. Epic levels being more about the awakened higher connection of one with his soul and other souls then the raw power of this person.

  10.  

    We already know that there are going to be soulless children in the game, as guinea pigs for awful soul experiments, turning them into monsters. Besides the interactive and choice elements involved in personally killing children, I personally can't see it as too much worse.

     

    My only real opinions on this matter are that, yes, I'd like to see children in the game. Whether or not I can kill them is only particularly important if there is a WHOLE FRIGGIN CITY OF THE BASTARDS THAT I CANNOT TOUCH (little lamplight).

     

    If the kids run away or are untargetable, that's fine; so long as they don't just take hits like target dummies. Maybe there could be reason to give all the kids super guardian souls, I don't know.

     

    Kids: yes. Killable: sure, maybe; doesn't matter once the mod comes around.

     

    Aaaand, now I'm on a list somewhere.  Fantastic.

     

    ya there iss souless children in the game but can you work with evil person that made them souless in the first place. How about instead of KILLINGS KIDS WHICH IS AWESOME we go around convincing and corrupting mothers into getting addicted to ABORTIONS. Food for thought. 

  11. Storm of zehir map traveling was fun but there is nothing wrong with baldurs gate map system. I think the perfect balance would be mixing the two between baldurs gate 1 and 2. Have many maps like baldurs gate 1 but organize them so they are not clustered as baldurs gate 1 so no bandit forest 1,2,3 etc. Some old jrpgs I know had exceptional world map design like legend of mana where the player actually places them in the world determines what mobs spawn in the areas. They also had way more reactivity then baldurs gate 1 for sure where you would just kill everything in the zone and leave. Baldurs gate 2 bioware did great when it came to revisiting areas there were new things to do.

  12. I'm not really sure what the reason is for this, but it seems that a strong majority of modern RPG players are consumed with two elements of modern RPGs which I find at best tedious and at worst loathsome: time-consuming crafting and strongholds. I understand that PE is hoping not to mirror the games which inspired it, but rather to draw inspiration from the good bits and improve on the rest, but it seems like most of the games that this project claims to be taking inspiration from got on fine without tedious crafting and stronghold minigames. BG2 thief stronghold was annoying enough, and all that it really required was returning every x days. Also, the games which have included these components are often cited by players on this forum as being worse than the old ie-games, though many seem to know not why. This in itself doesn't prove that either of these mechanics is the cause of the games which include them being worse, but it is something to consider. I think that there are different types of enjoyment, and the tedium (followed by a sense of accomplishment) of collecting crafting components until you have all you need to make something or of upgrading a certain branch of stronghold construction to completion are a different sort of enjoyment than, say, experiencing a well-crafted story. Of course, this former type of enjoyment is used in most games in leveling systems, etc., but I think that it's easy to overuse it.

     

    All that being said, I understand that crafting and strongholds are in and that this isn't going to change. I was annoyed with their inclusion from the moment I say them appear on the Stretch Goals, but this is what the majority of players want, so I don't mind it being in the game. I do take issue when it becomes practically necessary. @Nonek said the following:

     

    "i'm happy that the Stronghold is optional and you will lose out on content if it's not taken advantage of. Too many games i'v eplayed lately have no real consequences because they're afraid of denying players content, or making choices count"

     

    I suppose that this can be thought of as making choices meaningful, but to me it simply takes choice away by making one "right" choice which rewards the player and one clearly "wrong" choice which punishes the player. The reality of why content is lost out on by not using the stronghold is that the designers put time into it and therefore believe that having a stronghold is the correct way to play the game, which is why the player will be punished for not doing so. I understand that the sort of "choice" suggested by @Nonek is similar to the choice of completing or not completing side-quests, you will miss out on content, items, etc. if you choose to not complete the side quests. I don't have a problem with optional side quests, because you would be hard pressed to find someone playing PE that has a problem with quests, but it probably will not be so rare to find someone that has a problem with running a stronghold: the core mechanic of one, quests, is the core mechanic of the game at large; while the core mechanic of running a stronghold is a sort of minigame that some people simply do not enjoy.

     

    Can nobody see the possibility of a "pure" adventurer (that doesn't have to run home every other day to manage his finances or rearrange his furniture) being exposed to unique content which an adventurer that also has to run a stronghold and land may miss out on? Why can't the pc take an enemy prisoner by turning him into the local militia (and then being convinced to charm or sneak his way in and break the prisoner out of said prison in the face of a lucrative enough offer)? Can the pc not run into one of these special merchants in a random encounter outside of their stronghold (for example, in the stronghold of a noble that the pc is visiting)?

     

    Perhaps having these types of meaningful choices isn't within the scope of PE's budget, which is fine, but the stronghold giving stat bonuses and plenty of exclusive quest-resolution options (which could seemingly be accomplished without a stronghold) and lots of rare magical items all of which will be missed out on if you don't handle the constant tedium (which is what it would likely feel like to me and some others), feels unnecessarily like a not-much-of-a-choice type of choice. I'd just like a few parallel options for those that don't want a stronghold (or possibly a "stronghold manager" type of npc as suggested by some others). I think it's easier to turn a stronghold mechanic into an annoyance than it is to make it constantly enjoyable throughout the entire game, especially when continual interaction with it is essentially mandatory.

     

    Finally, I'd just like to say that I do like several of the ideas presented here concerning the stronghold. I especially do like the prisoner idea, because it isn't something I've seen done before; there have also been a lot of great ideas from posters in this thread.

    Well as a veteran rpg gamer I don't care about stat bonuses or min maxing which I think are for babys. Pure adventure is fun and all but gets old really fast. Games with more gameplay variety are more fun. Variety in gameplay what makes games like suikoden 3 make the dragon quest games look like old school boring repetitive crap. 

  13. I like to see a lot of back and forth reactivity with how the stronghold develops. It can get totally ruined by your decisions in the game. Say if you don't uphold your bargain with a powerful demon he teleports in your prison and wrecks your stronghold inside out. Something like this http://www.youtube.com/watch?v=Ev5U8aERlyk

     

    Lot of difficult decisions and events that frustrate and make the player think about a multitude of things stronghold, morals, currency at the same time make for a epic experience.

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