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Failion

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Everything posted by Failion

  1. Instant death spells are alright if they require a lot of magic or have a high risk or reward. I'm all for adding a bunch of spells, status effects, ailments that troll the hell out of the player. Sometimes it can be a thrill getting completely destroyed and stomped to the ground because you fail to capitalize on enemies mistakes and they turn the tables in their favor.
  2. While 2nd edition dnd was simple. I preferred it over 3rd edition. Felt more old school. A rouge would get slaughtered easily in close combat, A mage need a fighter. Priests weren't over powered. Anyways I don't care how they do attributes. What I like to see is a infinity engine dnd inspired game that has more depth to offer then its meta game, story and hack and slash.
  3. trashtopus The trashtopus looks nearly identical to a real life octopus and are 12 feet in length and their skin is pale white and looks similar to dust. The creatures head is never visible because it resides in the middle of gathered waste. Adventurers that find themselves around trash dumps in cities or in dank dungeons must be cautious not to get to close and disturb the pile of refuse. Or they may find long ghastly tentacles reaching out strong enough to pull them under their feet and into the trashtopus itself.
  4. I always felt there should be more in depth rewards then what you see in rpg classics 101 then receiving new enchanted equipment. Since the game has a stronghold. Build relationship soul bond points with player built companions after clearing out dungeons. And these points act as a currency you can spend at your stronghold. Assigning your player named npc to Aesthetic roles like moping the floors or patrolling the grounds.
  5. You can make a non liner game with a good story it requires more effort. If they added more dungeons and towns to adventure in planescape torment it will still have a great story. Some video game designers consider the game finished when they nailed the story down. I thought fallout had a great straightforward story it wasn't convulted in a world of lore like the witcher and planescape torment. I didn't give a hoot about geralt or the nameless one because hey are practically gods in their game worlds having to deal with first world fantasy problems lol.
  6. It would be cool to see in game religion correlate with real world religions back in the day. Run into a band of radical religious zealots that demand that you convert to their faith or they kill you. Say if you convert your god ceases giving you power instead you get this new mysterious gods powers but now you have new enemies. And have to convert npc to your faith or kill them to appease this new evil god and not lose your powers. Basically It would be fun gameplay and roleplaying starting a priest in one faith and shifting to another.
  7. NWN2 the only good thing I remember was the story and that some of the combat animations were cool. Storm of zehir map gameplay was okay. Not many interesting locales to find. Not exactly interactive or innovative.
  8. They never elaborated in how souls is going to work in this game. Is practically every living thing going to have nameless ones wisdom? Or is souls going to play out like the force in star wars. Where some in life are more able to call on their soul power.
  9. I... I genuinely do not understand what you just said. I mean, I understand the words, but the point escapes me entirely. Please clarify? What I meant from what I seen in video games involving sexism nothing has impressed me so far. In fact Disneys mulan is the only media where I found it to be entertaining. Racism is always a interesting concept. People like to think America and slavery, nazi racism was as hard as it gets. But real life medival racism was mindblowing hillybilly beatdown redneck hardcore . Since people did not move around much and lived in small towns and villages. If a stranger from another town/village made a bad impression there would be a lot of hate and name calling going on, despite being the same ethnic group, culture etc. However mideval fantasy tends to be pretty liberal when it comes to the potrayel of these things even games like witcher and whatever. Truth is stranger then fiction.
  10. I liked how in morrowind everyone treated you like trash until you complete a lot of quests in the game world. Even then there are people who despise you regardless. Sexism? I think that is undeveloped in media. Somewhat taboo on the level as pedophilia. keep that in real life. Lol imagine a quest involving a woman suing for sexual harassment and the player taking sides.
  11. Dragon Age was standard game. I thought avernum escape from the pit was a better game, remake of a 1995 game. The combat in first dragon age also scaled horribly at later levels. Stats like constitution and willpower were useless. Lot of people despise dragon age 2 combat but at least it was more tactical and skill based it also looked better. Original dragonage had better gameplay and arguably more interesting story. I thought the original dragon ages story was boring as can be, assemble a army to fight evil baddies. The games npcs like morrigan made the story from being crap to passable.
  12. This is gratifying news, indeed. No one wants to lose their spellcasting abilities while in animal form as that would detract substantially from the usefulness of spiritshifting. Will the body of the druid change significantly or will the spiritshifted character essentially resemble a human with a plush toy head? <---- I hope not. A more beastial body and the addition of fur, feathers, or scales would go a long way towards making spiritshift an aesthetically pleasing ability. Your post made me think of udyr from league of legends. I imagine if there ever was a monk/druid hybrid it would be something like him.
  13. DnD druid builds were basically all the same with how shapeshifting worked. There was always one optimal form to be. And shapeshifting altered your physical stats making any investment there meaningless. What I like to see is more customization. If I want to make a burly constitution based druid when he transforms into a bear his human form stats will benefit the bears inborn toughness. This druid is lacking intelligence and spellpower because of the physical specialization. Or instead of over complicated things with rpg mechanics simply make druid animal/plant forms more tactical then it was in dnd in combat. Company of heroes the best real time strategy game I played and game reviewers say possibly best made. That game brilliantly mixed the combat choices the player made with numbers running behind the scenes.
  14. Graphics are very important. Most people here probably love isometric style graphics and 2D and are here because of them. You can appreciate the graphic engine,style, camera the game uses as much as the story and rpg mechanics. The new unreal engine 4 looks amazing and I believe can revive old school franchises like wizardry to attract new gamers and old fans. With high production values could achieve Something like legends of grimrock but much more depth and 3x better.
  15. Marketing can make a rpg great. Personally I think Bethesda is genius what they did in making skyrim to make sell well. They really hyped the whole dragonborn thing to the point of cheese. Where the dragonborn is the epitome of masculinity and is equivalent to a WWE champion. Millions of Americans watch and admire these qualities. Which gave the game a huge appeal and casuals and veteran gamers bought the game in mass.
  16. You need some challenging areas where resting is non existent. If you are storming a fortress filled with intelligent beings that are looking to kill you. You shouldn't be allowed to rest. You'll HAVE to use your parties resources and accept causalities. Different areas in the game have high or low risk in resting. Resting in the wilderness you will awake be swarmed by animals. If you get unlucky and get bandits they can literally have their fighters right next to your squishiest party member and incapacitate him right at the start of the fight.. And archers and casters flanking and peppering the survivors. Rest in a cave filled with stupid critters? You should be fine. Also what I thought was goofy in rpgs where your party rests right after they kill said bandits. This should have consequences like attracting further bandits or hungry beasts.
  17. Finishers can be appealing. Impaling your opponent with a broadsword. It is rewarding if you finish a enemy with a critical they die in a spectacular fashion. Death animations alone are good enough for me but do they fit the style of the game? Game is not exactly diablo 2. What looks best for a game is not the same for every game.
  18. The furries Deep in the jungles of the feline peoples. There is the legend of the furries. They are rumored to be mad humans that after losing their pet cats in tragic accidents lose themselves in the jungles and mimic feline predators. At night they are said to on top of trees rambling to themselves. At day they are said to be seen in rags and and bearing claws and other assortments crafted from animal remains. Nobody has ever killed a furry to prove their existence due to their uncanny senses. But many have seen the wide variety of animal fur they leave behind in the jungles. A powerful cipher is said to be behind this or a dark deity. The slaver finishes sipping his liquor and laughs and leave with the rest of his troop.
  19. Since this is a mature game I doubt enemies will dissapear right away after death. Enemies corpses dissapearing after you leave a area or time passes is the best way to handle it. The story telling potential of corpses shouldn't be easily dismissed. Corpses are good props if used right can invoke suspense fear and terror. For example a party of adventurers are returning to a familiar sunny carefree paradise, a simple peaceful island off the coast of the jungles of the native cat people. Things are not as they seem. The familiar faces of the furry friendly inhabitants are missing. Disturbing screams can be heard in the distance that quickly fall silent. Your party soon uncovers ghastly remains of the inhabitants scattered across the Island. The tension building is erupted by the screams of the dead. Before you stands the Chiefs daughter you rescued earlier in the mainland that was being chased by humans and rumored to be cursed, your party made a dire mistake in saving her life.. Reanimated into the living dead by voodoo magics by her father. Horrific in appearance, she lets out a disturbing scream causing your party to panic and scatter. You yourself flee only to fall and lose conscious. You awake and the sunny paradise is no more. You realize you ****ed up big time being a cat love You begin your search for your companions only to find they are all dead and zombies. You have to find a way to lift the curse and hopefully restore them to to life. You begin by rallying the few hidden survivors on the island.
  20. What they could do is get more reactions out of the reputation system, More then factions wanting to kill you and being nice to you. If you are are idolized you can manipulate its members to do your bidding. Or if you have maximum infamy from a faction. When you infiltrate their bases you can intimidate lesser members to flee or help your party. More rewards for players that do not want to be neutral/friends with everyone.
  21. What make the ultimate isometric like game. I say Arcanum had good atmosphere and open world feel. Baldurs gate 2 map design. Divine divinity you can move boxes and stuff around the environment, very simple idea but made the game great. Planescape torment character development etc.
  22. There certainly is creative things they can do with these effects. Light a room to raise the water level. Making traps and things that cause darkness. Terrain that hurts when animation plays. Or they can keep it completely cosmetic if they want.
  23. If they going to have telepathy, psychics and cat people they ought to explore the storytelling possibilities. Just imagine, a powerful cipher evil cat alluring adventures to their doom with her cryptic gaze and with her telepathic piercing soothing meows driving them mad.
  24. If they are going to add cutscenes during dialogue they going to really need a competent person or team to adjust the camera of said scenes and make them look good and what the writer wants. Could be worth doing but will be frustrating.
  25. I think this is a brilliant idea Cryticus. My view: As far as the look and feel of lore, I really liked the way it was handled in TES: Oblivion. Despite aforementioned problems in readability and accessibility, the delivery system for lore (books, that is) in oblivion had perceived value, at least to me. Maybe because they were worth in-game currency, maybe because they could be the possessions of NPCs (stealable), maybe because the stories were actually not half bad, I found myself collecting the books even though I was sure they did very little as far as gameplay was concerned because I had high hopes that they were in fact going to be useful. In case the books were actually useful and you are like "what the hell is this guy talking about", my 87 hour oblivion game got overwritten by my friend who started a new game on my computer while I was in the shower. The perils of using autosave as your main. I was never able to get back into the game. As far as what I would like to see in PE, its an amalgam of what has already been stated in this thread and my personal preferences. In my opinion... Lore should not be: ...shoved down your throat (via NPC babble and unavoidable dialogue options). ...compilable into a full novel length-history of the land. (It's a computer game, not an ebook with combat) ...require the player to read exorbitant amounts of text. (Some people, like myself, enjoy reading very much, but are very slow readers and find it straining. Others are dyslexic and put enough energy into reading dialogue options that are not voice-acted let alone pages and pages and pages of text) Lore should be: ...interesting (one poster mentioned lore that describes the position of the sun in an account--this is ridiculous, unless of course the position of the sun is relevant to something the PC may do) ...pertinent to the game world and the player's role in it (if I put in the effort to read lore [and please know that I'm not talking about 'just not being lazy'] I want my PC and or her companions to be able to act on that information, whether it be though dialogue options, hidden quests, and the like, at least most of the time) ...talented-ly voice acted! (I suppose I'll probably get flak for this whether because of the production cost or some sort of immersion-breaking aspect to voice acted lore. In anticipation of this, my response is that PE raised a hell of a lot more money than that said they required for the game, but I guess thats an empirical matter. With respect to immersion-breaking, voiced lore could simply be turned off.) I would be beyond thrilled...I would be ecstatic if PE communicated lore this way. An how great would it be if you could choose between a Patrick Stewart lore narrator and an Edward James Almos lore narrator. hahahah I know, that will never happen. And with Cryticus' idea of a codex or journal that is updated as a paraphrase of 'read' lore, the voice acting wouldn't be shoved down anyone's throat who doesn't want to listen to it. That's my 2 cents. exactly lore needs to be presented in a dynamic fashion. Not though a e book codex like dragon age. There is nothing wrong games having lore as long as it is not presented poorly.
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