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Jasede

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Everything posted by Jasede

  1. Demon's Souls does something like this. If you fail to beat a stage without dying your health bar is cut in half. Really makes you learn how to play well. Why'd you want to get better if you aren't punished for being bad? I do like the idea of giving rewards to people who don't rest as a compromise instead, though.
  2. These were the things I disliked the most in IE games. I like the games themselves, but I did not like the D&D game system or it's magic rules. These were things I tolerated. I simply can't understand your kind. What made the IE games for me were the spell system and selection. The huge amount of spells, the different ways to use them, the mage battles in BG 2, the sheer utility and power of it all. Finding a new high level spell scroll was a real joy, as was reading all the different spell descriptions and planning out casting orders and techniques. Who hasn't spammed Chromatic Orb on Firkraag after lowering his SR and saves to instant kill him? Or set up clever spell sequencer combinations? There were so many options. Spellcasting made the IE games; the melee and ranged combat was very dull.
  3. I wouldn't worry; MCA can be relied on providing interesting moral choices and NPCs.
  4. Limited but I could accept if it was unlimited in easy "I don't like RPG combat" mode. *mutter*
  5. I must have missed your post. A large number of the people in this thread are talking about a type of spell cooldown I've never suggested for PE (cast a Fireball, unable to cast Fireball again for 30 seconds). Thank god
  6. The problem with potion bloat is that the encounters often don't require you to use them to survive. I promise that if every fight was so difficult that you have to use them they'll be used a lot more. So you can either remove potion bloat and make the fights scale to that or you can keep it and make the fights crushingly difficult. I'll always vote for the second option but more people would probably prefer the first one. I'd vote the second one because using consumables is fun to me. It makes finding a potion much more worthwhile when its use can be the difference between victory or defeat.
  7. No it doesn't. Nothing about it implies that. We are talking about the Infinity Engine games and the experience that they created. Do you believe my representation of how players actually played the game is inaccurate? Am I wrong? Did people look at Dragon's Eye in IWD and guess, "You know, I bet there's... five levels to this place... lizard men with shamans, armored skeletons, blast skeletons, some cold wights, ghouls, a cleric of Talona, disguised yuani-ti casters, a mix of yuan-ti fighters and casters and... I've got a feeling there's a marilith at the bottom." and then do a point-to-point march through the dungeon, not only selecting, but conserving their spells perfectly so they never had to backtrack out? I feel like I'm describing what is a very common circumstance in the Infinity Engine games. People pay attention, make educated guesses, but ultimately are unable to know the full extent of the challenges they are dealing with. The only way they would be able to do so is through extraordinary prescience. That's all well and good but since it's a video-game there's really no harm in making the player game over (because of the spell selection) and having him try again from the beginning, armed with the knowledge of what's ahead. It seems you'd prefer the player can keep going even if he happened to select the wrong spells at the time. Minimize downtime, that sort of thing. Similar reasoning for why in so many modern games your party members don't die, they just go unconscious (to save you time reviving them). I can't get behind that sort of thing. It rewards sloppy play. It's just not my idea of a good game, to not be punished for a mistake. I can't have satisfaction if the path to it wasn't filled with spikes and hot coals. But I can already tell you'd rather more people enjoy this game than less. I mean, that's just good business sense. But please give us a lot of restrictions in Hardcore mode at the very least. We never get RPGs like they used to be anymore. Here's your chance to make a tiny, but loyal (and notoriously grumpy and loud) part of your fanbase really happy, for what that's worth.
  8. I don't think you should be able to replenish spells at all. I long for an RPG where resting would make the sentient monsters amass a force, place fresh traps and plant some ambushes- or try to poison you in your sleep because you were dumb enough to rest in the middle of a half-populated orc fortress. Ideally, losing 8 hours would also make you lose certain time critical quests. And even better, maybe the game could have a time limit of 100 days. Then you'll really have to make some hard choices. I love games where you can end up in dead ends because you squandered your time. Let me dream. Edit: Not everything in a video game is meant to be beaten on your first try. So you brought the wrong spells? Well, that's too bad. Reload. Where would the satisfaction in bringing the right spells be if there wasn't a punishment for bringing the wrong ones?
  9. What, you don't carry around wands of monster summoning?
  10. And how do you figure we get the same system as DA/WOW/whatever? We have no idea how Obsidian is actually going to use the cooldowns or if its even the main gameplay mechanic regarding spells (which I seriously doubt). Don't get me wrong, you should make threads and voice your opinion/concerns. Just don't see all hell because of one little remark. This won't magically turn into DA/WOW. Have faith in Tim and Sawyer to do it right. I can explain that. As soon as anything remotely like DA/WOW/whatever is mentioned my alarm bells ring. We don't know how the system will be or how it'll be implemented. But I know for a fact that as soon as you move even a tiny inch closer towards DA/WOW/whatever territory you are making compromises that sort of feel, to me, against the spirit of an older styled RPG. Think of it as lamentations. Sure- MAYBE they'll implement all these things in a tasteful and good manner. Maybe there'll not just be cooldowns but, say, a soul energy system like the meter in MotB and maybe the level scaling will be more like the acceptable encounter scaling in BG 2. But we don't know and so I can only fall back on the initial impression: cooldowns / level scaling, two things that are very likely to accompany a "modern" RPG. The kind of RPG I can't stand. Let me reiterate: I'm not saying it'll be like those games but I am saying that I'd have more confidence if those concepts were avoided because of their bad track record. Very few games have become better due to cooldowns or level scaling but many of them have become terrible.
  11. Excellent trolling, I almost had a heart attack. :biggrin: :alienani: 3/5
  12. My first point can be explained as this: "Sure, the mechanics in the IE games are garbage, but compared to modern RPGs they're much better. Even though IE games already were dumbed down they're still a lot better than what we get today. I'd rather take the IE games than modern games, even though I'd even rather play something like KotC or ToEE but that's too much to hope for these days."
  13. It's easy to call us argumentative, angry old-school RPG fans entitled when you don't realize just how rarely our tastes are catered to. Every single modern RPG is made for a wide audience- a mass of people that can't be bothered to read the manual, get stuck at a tough fight. They want to make games appealing to the widest possible audience because it makes sense to do so financially. If that means some older fans don't buy these games it's a small price to pay in return for the wider casual audience that has no problem with level-scaling, hand-holding, tutorials or cooldowns. But here's the thing. This project was supposed to harken back to the Infinite Engine games. In people like me, this stoked the fires of hope. Could it be? Could they make an RPG for the audience that RPGs originally were made for, the audience that nurtured them from their infancy? A game that doesn't compromise like so many modern RPGs do? Yes, it seemed that way. But the more we read from Sawyer, the more they confirm things like level-scaling and cooldowns the more that fire is extinguished. Look at this way: this game is a glimmer of hope, alongside Wasteland 2. And then someone takes a dump all over that spark of light, off in the distance. They make this project more like Dragon's Age and Mass Effect and all those other casual games. As if the casual audience didn't already have thousands of games to chose from! But what about us? The RPG fans who bought and loved those old games? When will a game be made for us? It's so bad most of us are making their own games... Why can't you let us have this? Just once?
  14. That'd be a lot more acceptable. Unfortunately we don't know what it'll be like yet either way so I can only fall back on my initial "God please no!" reaction. I'm fearing the worst: infinite magic missile castings as long as you wait five seconds. I hope it'll be something a little... smarter than that.
  15. How to use cooldowns responsibly as a combat mechanic in a tactical RPG: don't.
  16. True, true. We'll still love it for their hard work. But we won't love the cooldowns. Never. Way to make the combat unappealing.
  17. Beetle-headed women, cactus men with shaven arm-pit stubble, and omniscient giant interdimensional spiders with the dialog of the Fool from King Leer. You should make games.
  18. Extremely disappointed. It still has MCA at least. Still, a blow, a heavy one.
  19. I'd be happy if the game used OGL D20 3.5 rules but I guess that's just a pipe-dream. KotC was amazing.
  20. Yes, something like the rune system in Diablo 3 to modify the spells you have would be very interesting.
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