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IndiraLightfoot

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Everything posted by IndiraLightfoot

  1. Ahem, those happen to be a couple of my favourite games of all time... Sure, there were powerful opponents in them, but you can hardly say that your pc and party weren't equally as powerful? I think the monsters and NPCs fit the story there just about perfectly. Wouldn't you agree? P.S. Samm, of course you're entitled to your opinion, but I love those two games to bits. EDIT: Well, I did like MotB and PST more storywise, and BG1 did a darn good job giving us a low-level D&D CRPG setting. Also ToEE had perhaps the best D&D melee tactics of them all, but still, "hated" is such a harsh word.
  2. I hope there will be plenty of musical instruments made from animal bladders and other membranes. Nothing beats the squeaky hums of Ye Farty Olde Haggis Squeeze, the magical bagpipes for a bard I never got to make for Josh & Co, since I hadn't enough dough at the time of the Kickstarter. Making it is very difficult and gory. Here's how the bloody process begins:
  3. I retract my previous statement about it popping too much against the background, as you clearly demonstrate that this eggplant colour actually works pretty darn well. And a closer look makes me indecisive too about its material. Is it some weird and relatively soft stone and not wood at all?
  4. Agreed. And your argument extends in many ways to the way the King of Shadows in NWN2 corrupted the world around him. In a way, you can argue it was the Shadow Plane that did it, through that supposedly definitive Illefarn Guardian, but the effect was a bit like the One Ring works in LotR. I prefer corruption to be more a matter of ideologies, peer pressure and scenarios where violence feeds violence.
  5. ROFL! I do agree with your arguments against that kind of leap-frog switcharoo dungeon that takes a different shape along with some storyline. Perhaps not a relative comparison at all, but I much preferred Durlag's Tower over Watcher's Keep precisely because the first is very well written and have several cool surprises woven into the dungeon progression itself, while Watcher's Keep felt like stacked over-sweet RPG-nerd pancakes of trap absurdities and giggling demon pranks. At least the encounters were tough, but so were those in Durlag's Tower. I really hope for some coherency and a cool story behind this mega dungeon, regardless of how varied some encounters and environments may be - a red thread to it all.
  6. Just to be clear: I'm allergic to any kind of level-blocked content. If I get a popup anywhere in-game that says: "Your party needs to be at least level X to enter", I'm gonna throw a fit. Such abominations must be eradicated, and they won't be inserted in PE on my watch! Please make it so that you simply get killed over and over instead, because the encounter is simply too hard, or at least make that part of the game unreachable until you have safely passed a few levels. Just don't give us "Talk to the frigging hand".
  7. One ancient undead with superior intellect should be able to challenge the best of parties for days and weeks, and if that party is foolish enough to seek out that undead in its lair, say a castle like Ravenloft, well, then that would be more or less a suicide mission. That's how I'd like to have at least a few undead. P.S. But yes, Aluminiumtrioxid, the Draugr were pretty creepy in Skyrim, for the first few hours...
  8. Nope. It's just a practice among a gazillion others, albeit a creative one with interesting outcomes - some would even delineate a few of them as "important".
  9. I played Crusader Kings 2 for like two hours for the first time ever, and managed to get my son married in a few weeks, along with some bribes and troop/levy adjustments. This game will take a loooong time, and still I play it all in Ironman Mode! It's fun in a bizarre way already!
  10. What ItinerantNomad said, and nice arguments too!
  11. Ho, ho, ho!
  12. Karkarov: As you well know, I share your view on what UI would be best for PE, but for being a full bottom bar you have done a very fine job covering all the bases, as it were. And the design from the backer portal, I don't particularly like it very much. The braided, gnarly wooden theme is distracting and it actually doesn't blend in very well with most terrain predicted. And is even blending in a good thing? How about nothing to blend at all, as in transparent and sleek, and pop ups when you need them?
  13. I think Aluminiumtrioxid's brilliant suggestion for an attribute setup actually can accommodate the concerns about Ferocity being too suggestive. It's in his description, even: fighting spirit. Replace Ferocity with Spirit (then you get your Soul too), and this can cover Ferocity (as in Fighting spirit) and Spirit as in the softer side of Intelligence, even Wisdom, certain healing, you can adjust it to whatever checks and needs you crave.
  14. ^This +1 P.S. Don't choke on the turkey. We need you to finish PE.
  15. Merry X-Mas, Obsids!
  16. I'm a habitual animal. I'll stick with PE. It's nice and short, and it has already caught on here at the forums. And hey, we can write USA and aren't under any obligation to write USoA, so it certainly is a valid abbreviation. Also, I've been playing PoE (Path of Exile) a bit too, so I personally like to have those abbreviations different from one another.
  17. Pressing "you like this" was a severe understatement. In fact, it's so good, I want to play a game with exactly these attributes now! I reckon you nailed it, Aluminiumtrioxid.
  18. Elerond, not bad at all! I still feel Acumen leaks too much into Perception. Can Acumen/Acuity even replace Perception, or is that twisting it too far? I'd still prefer Ferocity over Acumen (as it is a psychosomatic concept, as it were, and not very much a physical one - that makes Ferocity a great concept. And if Acumen would be moved to Perception, that would save Intellect/Intelligence somehow, if Ferocity takes its place. For I don't view that pair of attributes as accurately described as "use of mental faculties". I'd much rather see "tenacity" or something grouping them together, something both physical and mental. And if Resolve is to be kept, I think it's precisely because it captures some sort of mental doggedness/tenacity. Also, like Curryinahurry, I prefer Vitality over Fitness (sounds like one of those body temples down town).
  19. Wow, just wow! For some reason, Guido comes across as moody, and this I think was a big mistake, since it would have been a lot of people that would have craved a game like that ASAP. Perhaps the final straw was Grimrock 2 using Chris A and a film team as promotion via that Grimrock web series on KS right now?
  20. I think both Strength and Ferocity would need to be in. Sadly, I can't see Expertise be a good attribute in this context. And I'd be darned if Intellect is something dealing damage in combat and making you heal up. To put it bluntly, it's just plain bizarre! Also, to me, Intellect and Intelligence, is not exactly the same thing. I think I prefer Intellect in this case. Turing had a great intellect, but Ghandi had a great intelligence. Like it says on the Wikipedia: "Intellect is considered to be related to "facts" in contrast to intelligence concerning "feelings".Intellect refers to the cognition and rational mental processes gained through external input rather than internal." Regardless, neither Alan Turing nor Mahatma Ghandi would stand a chance against even junior league MMA-fighters, for instance. That's where Ferocity comes in. But Turing behind a rifle, with a bit of distance to the fighting, would at least do better. Finally, I think Resolve is pretty much redundant, just like Charisma always has been in D&D, alongside Wisdom, pretty much. These are just my opinions, though, and I will merrily accept whatever attribute system PE gets in the end. Speaking of merry: Merry Christmas to you all!!!
  21. I wonder why this urgent need for renaming the attributes? If names work, they should stay IMHO. And Ferocity as discussed by Aluminiumtrioxid and me has very little to do with those stories of some old geezer lifting a car to save his grandson in a very short burst of adrenaline rush. They'll have a hard time repeating the feat, for starters.
  22. Aluminiumtrioxid's post and this idea of Ferocity being a central aspect of doing damage in a fight makes me want to re-arrange Josh's attribute scheme a little. Here goes nothing: I ditch Resolve. Strength affects your Health and number of inventory slots. Constitution affects Stamina. Dexterity affects Accuracy. Perception affects Critical Damage with ranged weapons and spells. Ferocity affects close-combat Damage and Healing. Intellect affects normal Damage with ranged weapons and spells, Durations and AoE size. Each defense (other than Deflection) is equally influenced by two stats. Aside from level, the attributes that contribute to each defense are the primary determining factors of that defense. Class (now) rarely has a large influence on a character's defenses. Fortitude - Strength and Constitution Reflexes - Dexterity and Perception Willpower - Intellect and Ferocity
  23. aluminiumtrioxid: You sum it up very eloquently. Thank you! Ingrained reflexes, instinctive ferocity and fearless badgering go a very long way in fights. I'd even go as far as to say it's often a deciding factor in hand-to-hand combat, pummelling, wrestling, etc. Well, when it comes to ranged weapons and ranged spells, the fighting game probably changes, though. There you need to think quick and be accurate in order to survive. Hehe, imagine if snipers were allowed for real in PE. All parties would just be killed, not knowing what hit them before the loading screen is even done. :D
  24. Best Police in the World?
  25. An offshoot on the discussion on strength and damage: Growing up, I often saw first hand, or even found out about it the hard way, that the guys dealing most damage in fights and brawls seldom were the strongest (strength), biggest (mass) or fastest (agility). Oddly enough, sometimes it didn't even come down to some vast fighting experience earned in street fights or brawls on a campus. The best way I could describe these fighting juggernauts is ferocity of an almost berserk-like nature. They also, usually, endured or ignored pain very effectively. I've seen a guy of 13, 5 ft 4, flooring the biggest guy in school (all muscles, 6 ft 3, 200 lbs, with one punch to the neck. And that guy had been in like three fights in his life and he wasn't very fast. BUT! He had that pain-ignoring ferocity and go-go-go-quality that was to his advantage several times (since after that other "tough" guys had to challenge him, of course... *sigh*) And he won each fight within seconds. EDIT: It's almost an animal instinct quality. Let's call it the badger factor, just to honour Obsidian (thinking of NWN2). Some perhaps prefer the wolverine factor.
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