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imatechguy

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Everything posted by imatechguy

  1. I want to see the world truly change according to my choices. I should see a completely different world and experience when playing the LG Paladin type trying to save the world than the NE Rogue trying to run it. I also want the characters in-game to recognize the difference. For once I'd like the opportunity to join the "big bad" or better yet become it. Maybe find out over the course of the game that everything I thought I was fighting for was exactly the opposite of what I was doing and I have the choice to continue, change my path or take some middle ground. Perhaps become the real power behind a puppet sovereign I set up. I want the opportunity to take over an organization, like a thieves guild or a town council and really run it more than a token way. I want to decide who/what intelligence is collected on or how much taxes merchants pay, who to blackmail and who to assassinate. A viable trade or organizational opportunity. A system where Arcane caster types could have a store that they have to keep stocked with scrolls, potions, jewelry etc; or perhaps a weapons and armor crafter could run a smithy. Quests could spawn from custom/special orders from nobility and a simple ingredient search becomes a major quest requiring you to save or subjugate a small town/city. I'm sure I could come up with more but those are my big wish list items, in order of importance to me.
  2. The funding window hasn't even closed yet so IMHO this is just as silly as asking Obsidian to move the release date up to December 2013. Give them some breathing room and a chance to enjoy a development experience free from publisher interference instead of wanting to arbitrarily change the release date before the project is even "officially" started.
  3. I prefer the complete control option, and while I also agree with TimMc that they should feel like separate entities I appreciate being able to take characters I enjoy on adventures if in slightly different roles to increase replay ability. For instance after the 10th or so time through BG2 I occasionally changed Nalia, from a dual-class Thief>Mage into a dual-class Mage>Thief. I would also like to see this made optional in the "Modes" menu's that way the player can enable it if they wish and if not leave it alone. Another option might be to make it something you can unlock after a few playthrough's so we at least have the opportunity to see the characters as the Dev's intended before making the into what we need/want for each party.
  4. Good poll, I'm glad to see that most responses mirror my own. Perma-death is good, it adds to the atmosphere and sense of trepidation when going into a new area or entering combat. Granted not every death should render an NPC unable to be revived but there should be that risk both in and outside of direct combat for both the PC and all NPCs. - I want to have to revive my companions if they die in combat - Even better if they have a serious wound that needs tending to upon revival (like in DA:O) - Include a bleed-out period where you can prevent the death of the PC or NPC’s, they will still need serious attention post combat if an enemy doesn’t finish the job first. - They should still take up a party slot if dead and if you remove them while dead they are gone. This lack of consequences is one of the things I despise about the newer generation of cRPG's. Yes it sucks when your PC dies or your favorite NPC gets chunked and you have to reload but it also teaches you to save frequently and not do moronic things like walk into the middle of a forest area where there are a bunch of statues of creatures without at least wondering why they are there, what you might find just ahead and what's in your inventory should it happen to you or a party member. It also tend to make taking the smart-arsed dialog option to the head of the local thieves guild if you’re a L2 punk as less viable and less attractive option. I find this approach is less of a pain than it is ridiculous when everyone that was downed in combat just gets up at the end of it like nothing happened.
  5. I would love to see a MP component to this game. The original NWN is a prime example of how important that feature can be to a games life expectancy. Make a good game and allowing people to play with friends on a LAN or friends and complete strangers from half way around the world in a simple multiplayer or even Persistent World type setting should help sales as players suggest that their friends also buy the game so they can all play together. Which is as close to a good old fashioned PnP game as some of use can fit into our busy lives today.
  6. Good on you. Thanks to the OP for getting this started. I would think it is far easier to start this now and add to it as content is reveled than wait and try to do it all at once when the game is released.
  7. I have to wonder where you are getting mods because many of the mods I've used throughout the years are even better than the original game content. A trip to Spellhold Studios, Gibberlings 3 and Pocket Plane will get you most of the higher quality English language mods, and there are non-English sites have mods of a similar high quality. I'm with the OP here that modability is synonomous with longevity.
  8. Things already mentioned that I'd not like to see are: Crappy ending: Tie up most loose ends and leave a few dangling for the next game, but tie them up in the next game. I want to care what happens at the end like when I finish a good book, not like I just “beat” the game. Meaningless stats: I want to know what each stat is/does/affects as well as what is normal, subpar, devestatingly awesome, etc. Pathfinding issues: NPC's should know how to walk between a few environmental items rather than walk all the way around the current map to move 4 tiles away just because there is a tree or two in the way. Additional things I'd like to see avoided: Static combat routines where I know strategy X against bad guy Y always wins. Give the NPCs, companion and hostiles, a decent AI routine. Lack of respawns: like in the deep roads of DA:O. Once I cleared an area it stayed clear; I should have been swarmed by darkspawn going in and out of those areas. Companion NPC's I'm apathetic towards. Write characters I love, write characters I hate; just don't make one I feel completely apathetic towards. All the decent rewards go to the “good” playthrough path. Give us a good reason to play morally ambiguous and morally bankrupt characters. Furthermore make the dialogue options reflect those choices. Changes to alignment: Just because my Rogue says how much he loves and wants to help the poor and downtrodden doesn't mean he isn't lying to save his own skin or gain influence with an NPC or Companion, so don't changing my alignment rating because of it. Missing /False descriptions for Stats/Features/Skills or other. Don't be vague or mis-leading, just tell us what each component of our character does and means. I don't want to have to beat the final boss, or any others. Why should we be prevented from joining the “big bad” in the world to make it even worse. Or subjgate lower level Bosses once I “beat” them. Even better why can't I become the “big bad” final boss and have some high level adventurer type characters come challenge me?
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