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Failion

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Posts posted by Failion

  1. I really liked the lore behind the antagonists in the xcom series the ethereal. http://xcom.wikia.com/wiki/Ethereal

     

    My take on a project eternity version of them. In the untouched places of the world linger wraith like forgotten souls that occasionally materialize when they sense a power presence. Said to be the remnants of a ancient sect of psions who tried to separate themselves from the ways of the universe. These Souls believe themselves to be incredibly wise and feel like they are helping other souls in some way but in reality are broken, unnatural monster stricken with a vampiric self indulging madness of sorts due to reasons unknown. They look for powerful psions to feed on to sustain themselves but what would gladly feed on any other souls they encounter. Using extremely powerful psionic powers they prefer to enslave their victims for mindless experimentation rather then kill them. Despite being practically separated from reality from their madness and psionic potential they have a psionic collective they can use to communicate with one and other. Very little communication happens however to to how delirious every wraith is. But they will communicate if they encounter a anomaly like souls with great potential or death. How exactly would the collective react to souls that strikes their curiosity is a mystery.

  2. I like how the game did a lot of little things. I somewhat enjoyed these things but they were poorly implemented. Combat was unbalanced, stats were unbalanced, some crafting trees were practically useless, merchant system was annoying. PC built on using companions was insanely op. What brought the game the most down was the poor boring map design and limited graphic props tile variety. I score the game a 6.5/10. 

  3.  

    Beacon helmet. Allows you to see in the dark as if it were day, notifies all hostile creatures within a 30 yard radius to your presence.

    Why would anyone use that?

     

    You don't care about being swarmed and want to see in the dark. Something like a prototype lightsaber. A sword thats excellent as piercing armor but occassionally turns off and all your hits turn into glancing blows a idea I can think of.

  4. There are a lot of games out there where you have a minion doing the fighting for you and these games can be charming. Recent game I played tales of maj eyal you can be a monster summoner in the game which plays different then all the games classes. You basically feel like a bad ass pokemon master summoning minotaurs and other crap to gang up and murder things. You do very little fighting yourself. It can be boring at times but its awesome feel when you a low hp weak pokemon master dude and you slowly summon up a horde of pals to beat up a bunch of rowdy orcs. 

  5. This game gunna be a evil death satan simulator. You can roleplay as a transexual shapeshifting demon. Everyone sees you as a different person and is attracted to you. You can rape any of your story recruited npcs then bombard their minds with constant night terrors until they go insane and you eventually kill and eat them and develop your powers even more. Corrupt everyone, eat babys and **** uteruses. Welcome to project eternity.

  6. For me the problem with some races class combinations simply being sub optimal like the infinity engine games was not the real problem. The real problem was nearly all the races were identical gameplay wise with each other. To counter this the developers should throw in generic talent trees that everyone can access or learn based on stats. So if you want to make a elf barbarian its not just well you got lower hp pool. You develop your dex and unlock abilities what you can use to give you more initiative and mobility.

  7. Don't get me started how ridiculous DnD statistics were. 2nd edition, The more stronger your guy gets apparently more accurate with using his weapon. So someone completely retarded can be a master swordsman. And I don't know about you guys I find dnd more  unrealistic and ridiculous then a anime like dragon ball z. Halfings slaying a dragon lol, never... 

  8.  

    Dragon age franchise was bearable because it wasn't dnd.

    ??????????????

     

    I played Dragon Age: Origins on Insane difficulty on my first go and the combat was so **** it made me never play the game again. Pretty much involved cheesing your way through everything. Every encounter was 10 archers with knockdown arrows trolling u hard (yes I finished it). Combat was also ridiculously boring.

     

    The hardest fight was definitely against Ser Kauthrien in my opinion, to beat that (insane, v1.0 of the game) I had to cheese the resurrection timer/distance and doorways.

     

     

    In contrast to a game like Expeditions: Conquistador where it actually optimizes your tactical play significantly and is generally fairly enjoyable (even if the combat in the game becomes a bit stale over time due to lack of assets etc)

     

    But you have to admit even though it was stressful experience u probably had more fun with dragon age origins combat then Conquistador was too simplistic. 

  9. I like romance where it is forbidden love and not confrontational. Like what annie had going on with the nameless one. Once romance blossoms to the the relationship level it loses its mystique and charm. Or if the developers want they can ditch dealing with romance and have the game be a manwhore/**** simluator like the sims and fable. Have intense dialogue with your girl/guy you screwing like "I'm sorry girl but the kid has to go", " yes I know I did the gaurd in the other town also."

  10. It really depends how the difficulty is handled. If its simply the enemies hit twice as hard and have 2x the hitpoints? MAYBE I would play it on hard if it made me have to be more tactful then having to use the stronkest character builds and relying on the roll of the die. DnD games I don't bother playing on hard because it came down to using the stronkest classes you can. Way too unbalanced when it came to combat. Dragon age franchise was bearable because it wasn't dnd. First game still suffered from the pitfall of having to use the stronkest min max rpg build to win. Second Game was better in that it came down to using class abilities to win encounters. But a lot of people hated the second dragon ages combat. Most rpg fans are traditionalists and prefer having the best character build to succeed.

    • Like 2
  11. Character models could use a little more detail. Look at relics company of hero, level of unit detail. The games been out for years though so the developers had years to enhance the textures of the units. Visually the game looks better then its sequel that was just released. Project eternity has the background environment graphics I say nailed down pretty good. But right now I say the character models look a little blocky. Not as bad as fallen enchantress. Slightly better looking then temple of elemental evil. Optimal graphics would be where you wish you could replay a battle and watch all the spell effects, animations and zoom in your characters.

  12. Evil in general is juvenile. Sometimes the whole reward of being evil is the mindless death you inflict. I suppose they could expand this by having more reaction from the npcs when you are killing them, especially if your friends with them so you feel like more of an ****. For example in fallout 2 you helped everyone out in that mutant mining town and now decide to murder everyone cause you are evil. Give the npcs you helped  text WHY ARE YOU DOING THIS ;(. PLEASE NO MISTER I THOUGHT WE WERE FRIENDS! lol.

     

     

  13. Numbers should be huge advantage.

    I don't care if you're lvl 99. If 100 lvl pesants attack you , they should MURDER you.

     

     

    There 's one other reason why I advocate small difference and normalization fo power - it makes exploration more viable. It means that with a bit of luck and skill, even early on you could tackle some more difficult encounters.

    Idk man I heard a armored horsed medieval knight can take on 50 peasants. Personally I liked 2nd dnd handled it. Your attacks more easier to land as you level and you can have more. I think this system is best for tactical gameplay. You can give a class dozens of abilities to use and focus on balancing them then having to worry about balancing stats like strength, constitution etc, and how they are scaling. Dragon age origins failed miserably how they handled stats, At later levels practically every stat became a dump stat. The only useful one was the classes primary one.

    • Like 1
  14. It would be cool instead of seeing your typical dnd strength based paladin a more intelligence orientated one. Less physical in nature like a real life commander in a fortress residing by a table, studying a battlefield map. While less brawny then your typical foot soldier they are  able to empower their attacks with their blazing willpowe to inflict the equivalent of  a gunshot wound temporarily to a opponent. If you ever get shot in the head irl your mind thinks completely random thoughts until you lose conscious from lack of oxygen. So basically a paladin with less muscle and more brains. 

  15. I really have to create some time to play Knights of the Chalice...Although the graphics worry me a bit.

     

    As to your point; while I don't think Obsidian will do anything like not letting players leave a dungeon until it is complete, I do hope for some high difficulty areas.  Personally, I would prefer levels to be designed so that there are fewer fights that are tactically challenging and have no grinding through mobs unless there is a compelling narrative reason.    In fact. i would love it if in certain dungeons, or dungeon areas there were encounters designed in such a way that the opponents could retreat while remaining engaged in combat so that a fight might occur over a series over rooms as opposed to the room to room, clear out  mob x, format that is so common.  So instead of the pyramidal, trash mob, to competent mob, to elite mob, to mini-boss (or boss); there would be a sort of continuous fight with potential ambushes, traps, etc.

     

    NWN 2 tried to do something like this in the Bonegnasher Lair (I think), but it came off as grindy, but IWD 2 had a few tough slogs of this type.  Some of this is AI related, and some level-design, but this is one area I think Obsidian will do a good job.  

    I like that idea. Enemies retreating only to reengage you again when the odds are in their favor is cool. Game would be more realistic if this were implemented. And less mmorpg everquest 101. I always thought it was bull**** in rpgs that enemies do not retreat to rally later. It makes me question how the hell is my party of adventurers so imposing that stronger and more intelligent beings won't take advantage of them and use their lair to destroy them.

    • Like 1
  16. Obviously the focus on combat will not be like the  IWD series. IWD games did not rely on combat entirely they had good itemization mainly the first game. I remember my rouge archer found enough trinkets to literally turn his bow into a machine gun putting out 30 damage about every round and became awesome. You couldn't do this with icewind dale 2 because of how much 3rd edition dnd sucks when dealing with ranged weapons. How can you innovate infinity engine games besides combat? Perhaps obsidian should look at wasteland 2 and how skills work in that game to give them ideas.

  17. I just started playing this indie game called knights of the chalice. It is 3rd edition dnd with isometric minecraft graphics. Whats sets the game apart from any infinity engine game or other dnd computer games I played is the difficulty. There are dungeons in the game  where you can't leave till you kill the boss. So you have to actually buy wands and scrolls, prepare and manage your party resources and be careful in every enemy encounter you come across. If you want to prevail. Despite being frustrating it is a lot of fun and feels very achieving completing a difficult dungeons. Project eternity could use some areas like this to be less  hack and slash and more strategic.

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