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motorizer

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Everything posted by motorizer

  1. This thread is bringing back memories its an age since I played baldurs gate, tried arcanum again recently but I couldn't get on with the awful combat the arcanum half ogre island stands out some of the oblivion dark brotherhood missions (the overnight party where you murder the guests) bloodlines had a few but I can hardly remember it was that long ago... the guy who fights you with the severed arm as mentioned above was good, the hotel was good for one playthrough, but wasn't the least bit spooky the second time Liked the ones in baldurs gates 1 and 2 where you were dealing with a whole mini subplot away from the main areas such as the werewolf island and the whole underdark and undersea world parts
  2. I'm kind of against having the best, most powerful items for sale in shops though..it takes away all the legendariness of an item if you bought it at wal mart, shops should have decent mid range stuff that was crafted, and possibly enchanted, by the shopkeeper or a local craftsman/enchanter.. having stuff made to order for yourself would be good having less gold in the first place would be a good start...no barrels and boxes with gold in, no one who gives you a 1000 gold reward for finding a lost trinket alternatively, and controversially, gold could have weight (it is after all one of the heavier elements, funny how games often make the heaviest stuff you would be carrying weightless..I'm thinking ammo in fallout 3, gold in most games) also consumables like ammo/potions could be a money sink (although I'd like ways to get them without going back to town every 5 minutes) fast travel could cost money (passage on boats etc) workers and servants/guards in your stronghold could need a wage...it could cost money to upkeep, would be good if it fell into disrepair and workers deserted if you couldn't afford the upkeep...the once proud stronghold falls to a shadow of its former glory
  3. Ishar had several companions that could betray you, usually by leaving and stealing Items (showing my age here, lol)
  4. it wouldn't be a single use surprise if all the companions had betrayal dialogue and it was random/down to outside or in paty influences who it was, could be a different NPC each playthrough I'd like a possibility to save/forgive them though if this is the case
  5. Those zombie things have got no clothes on! ...how the hell are they suppose to attack a party of adventurers like that?
  6. Titan Quest If you count titan quest as an RPG then diablo 2 as well and mount and blade
  7. What's to doubt? If my character lives from one game to the next, it means i lived past the end of the first game. And when all 17 sequals are released, I would still like to be alive and see my loved onces, country, and coffer grow, as I retire near a beach I have cleared out to drink fictional ****tails with little umbrellas poking out of the top. I meant I doubt they'll martyr you...not I doubt you'll live happily ever after
  8. I doubt that, they've already said they hope to make sequels where you carry your character over
  9. I like the way people always say "nooo! it'll take too much time and resources!!!" followed by "and anyway a mod will be out in 5 minutes!!1" ...make up your minds, lol (not really aimed at the poster above, just seems to be the usual argument, usually from people who want in depth NPCs in every other way)
  10. It would be interesting to find out a companion had been scheming behind your back or working as a double agent or something, possibly under duress...as long as there is a way to give him a second chance, not enough companions for an out and out traitor like Yoshimo but with a way to save him
  11. That reminds me of another thing elder scrolls does wrong...thieves guild and dark brotherhood armour....duh! please don't add stuff like this
  12. and the fact that in every single guild the leader ended up dead or something and they decided that you, the newcomer, was the best replacement
  13. I dont want to see powerful magic items for sale in powerful magic item shops.....it just trivialises them, and if the storyline features a major threat to existence then surely people would have bought them all up maybe a few trinkets but there shouldn't be legendary items in shops, or if there is then there should be a chance they are fakes I'd also like the damge and combat effectiveness to be more about your character than your gear, though its actually like that in most RPGs, you think you need that +5 sword but actually you can usually get by with basic stuff, and so it should be, the good stuff should give an advantage but it shouldn't be absolutely necessary
  14. Do we know they are companions? I... I hate elven wizards and female dwarves.... Also the monk was ugly. I thought I'd read it somewhere, might just have been someone guessing though....actually I hope they're not, then I dont know who they are
  15. I hope there is some secret ones....to be honest I'm a bit disappointed that we already know who 5 of them are....would prefer to find out in game
  16. 8 is fine as long as they are well written and likeable although I hope the voice sets for the adventurers hall mercenaries you can create at least throw the odd comment in from time to time rather than being robots...even if they don't have a fleshed out story
  17. No one has yet explained what the difference is in practical terms between a 14 level mega dungeon that you can do each level separately and get out...or 14 1 level "skyrim" dungeons that you can run in and out of at will its not a mega dungeon if you can do it in bite size chunks..its just a series of mini dungeons that happen to be in the same place I dont even feel that strongly about this to be honest....its just that it seems like people were getting excited about a cool stretch goal and now they've got it they got cold feet and want to turn it into something mundane...just another series of dungeons
  18. I'm posting as an old daggerfall player....and whilst I'm not asking for ridiculous labyrinths like that game had, one thing it did have that more recent games don't was the feeling that you are miles away from any help...giving real tension and fear (not helped by how buggy it was, lol)
  19. Considering the main complaint most people have about modern RPGs is that they make everything too accessible and easy....it seems odd that most people on this thread are arguing to make it accessible and easy.. I dont want a constant grind, I'd like every level to feel different and have different challenges, but I would like one....just one... huge inescapable dungeon in a modern RPG but I've bought the game now I trust obsidian to deliver....whichever way they go..
  20. Just because it's encouraged, doesn't mean you have to do it. Don't give in to the peer pressure. When you see the next exit, say "Naw, I don't need it, I can handle this." instead of "Oh, an exit, I should use it, because it's there." Yet again, in this thread, I am reading what I have read elsewhere; weak-willed people that want the game to force them to do something, because they can't challenge themselves. Go out into the world, level up, and put points into your willpower, man! Don't use willpower as a dump stat. I mean, c'mon, when you think about it, it's actually the most important stat in RL. So the ones who can handle a massive challenge are the weak willed ones then? I don't really mind if there's exits or not...but it just seems like a huge inescapable mega dungeon is something unique these days, a brave decision that no large publisher would ever dare add. splitting it into bite size chunks seems to defeat the object...you might as well scatter the levels about and make 13 small dungeons it doesn't need to be constant grind...it doesn't even need to be linear... there could be factions or whole communities in there who could trade, give quests etc.... anyway, no point getting into an argument with people who have no more control over the game than I have...
  21. In all honesty my argument isn't really about the number of exits..I just don't want another game based around trailing back to town with loot every 5 minutes..and having loads of exits encourages this, it's the same as the other arguments around rest spamming and xp for killing everything in that it encourages you to play in a certain way that is more about benefiting from game mechanics than what you would really do in that situation. And I want a dungeon that is compelling enough that I want to keep going rather than pile out every level to go shopping
  22. How many people left the dungeon and went to town every level in legend of grimrock? oh wait...you cant.. that game was pretty well received...the dungeon could be a game within a game, if it was done right and interesting enough I dont see why you'd want to keep going back to town. selling loot is boring to me now..I want exploration and story in RPGs
  23. All I'm saying is that it wont feel like one big mega dungeon if you can go out, do something else for a few hours then go back in, it will fell like several smaller dungeons, which is what we already had without the stretch goal
  24. it just feels a bit artificial though, and not something that someone would really do, in an idle moment would they really think, "I know, lets go and do 2 more levels of that dungeon then get out again"
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