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DocDoomII

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Everything posted by DocDoomII

  1. Then excuse me, but why not as in my suggestion? No inventory slots. A value for volume. The game arranges the items by itself. If a dagger weights 500g and occupies "3" volume, a full set of set of armor could weight 50kg and occupy "80". If a normal human could carry "100" in his backpack you already have a situation where it's impossible to carry 2 full set of plate armor a 5 helmets and 3 shields and whatever else.
  2. Why not simply have that you can rest only every a minimum X of hours? If I just woke up 2 hours ago, I seriously doubt that I could sleep another 8 full hours.
  3. Personally I'd like to not have to tetris my back pack, and spend more time trying to sell stuff to multiple vendors because the finished their money or simply are not interested in what I have looted in the last dungeon.
  4. Fast Travel is in every single one of the Infinity engine games. That's a bit different. Since the world was divided in small maps you had to have a way to go from one to the other. It was necessary. Though they could have done so that you could only move to adjacent maps.In games like Skyrim or Fallout 3 where the map is a whole, fast travel is just a lazy way to move from point A to point B very quickly. I personally never use it when playing this kind of games.
  5. Agreed but at least it's a little punishment. That's a lot better imo than using cooldown systems like Dragon Age where there wasn't any punishment at all! Dragon Age didn't have any punishment because Dragon Age didn't have any preparation. You can't punish people for something they are incapable of doing. Health and Mana even replenished almost instantly while ooc...
  6. This is the reason why we have fast travel. Fast travel is one of the evils of recent cRPG.
  7. It makes much more sense to me to have a parametric volume value instead of a stupid tetris minigame inventory.
  8. Since that kind of situation is just a time sink, the only good that can actually come from it is that the game would last a little bit longer.
  9. I personally dislike such a parametric value for fatigue, because it's too much like mana (and I don't like it). I'd like something akin to the sorcerer from Baldur's Gate 2. You have a fixed amount of 'casting' until the next time you sleep. Leveling up would add to the max number of castings you can do. I'd spice up a little the system with TrashMan idea and add that walking for prolonged times in the 'wild' and doing particular tasks could decrease the amount of castings left. I'd add that the more powerful spells could cost more casting units that lower level spells. I'd also like to be able to copy spells from my spell books to scrolls so to have a reasonable reserve during emergency. Obviously creating such copies should require special items/work places, so you can't just produce them in a dungeon. Also the ability to rip a spell from a book and use it if I'm totally at the end of the rope could be interesting. This action would clearly remove said spell from your spell book. But I know I'm reasoning too much with the Infinity Engine implementation of mages and spells.
  10. I'm in the same boat. I'm kinda curious to see the artwork that sprung the discussion. How was the armor? With a window like Power Girl costume or something like the Scarlet Witch costume?
  11. Personally I liked how spell were implemented in the Infinity Engine games. I never played any true P'n'P Dungeon & Dragons, but I read almost every single DragonLance book that has been published in my country and I absolutely love how mages work in that setting. Up to needing the required reagents for spells and I wouldn't mind having such a mechanic in a game.
  12. Both occidental and oriental melee weapons. Spiked gauntlets, claw weapons. Throwing knives. Various kind of bows and crossbows (I'd love a small crossbows mounted on a bracer or glove). Slings. Rudimental firearms.
  13. If you spent a month of in-game time going around doing stuff and neglecting the bandit camp we were talking a few post above, it doesn't seem to far-fetched to me if said camp expanded or the bandits got new members. Clearly if all the bandits only became stronger to match your level for no apparent reason, that would make no sense at all. That isn't enough for me. Lets say that in a certain area I receive a quest from the King (voiced by Gilbert Gottfried of course ^^) to take care of the bandit threat in a certain area. After I wipe out the first camp, the other bandit camps should reinforce themselves by adding higher level enemies. A scout of the King could then cross my path telling me that the bandits are reinforcing (in order to improve story telling and immersion). That is level scaling done right... as long as it isn't used too often. Hm, well that's not actually level scaling, but more like interactive environment. I was merely talking about what happen to monsters in an area when you level up in another. What you are talking about is simply a more structured quest. Instead of having: King tasks you with killing the bandits Go to camp 1 and kill all bandits Go to camp 2 and kill all bandits Go to camp 3 and kill all bandits Go back to the King for the reward. you would have: King tasks you with killing the bandits Go to camp 1 and kill all bandits Camp 2 disbands and the bandits seeks refuge in the rundown alleys of the city Camp 3 gather part of the camp 2 bandits that didn't flee in the city and grow stronger You can choose: A) To look for the bandits that took refuge in the city, thus allowing camp 3 to grow even stronger A2) Destroy camp 3 B) Or to destroy camp 3 but allowing the bandits in the city to hide themselves preventing you to find them Then returning to the king: A) Full reward from the king B) Lower reward/standing/reputation But this is not level scaling, is just a better thought and implemented quest
  14. Not to mention that such events should be kind of timed, like Redcliffe Village in DA:O. If you went to other locations and did the main quest, Redcliffe would become lost and inaccessible (if I remember correctly). And that would kind of suck. I hate to get cut out of content because I didn't play the game in a particular order.
  15. Why a dog? I hate dogs. I'd like very much to have my personal Imp blacksmith (Cespenar) to thinker with my equipment whenever I need it Jokes aside, something more interesting than a dog could be interesting. But not to the expense of a party slot.
  16. If you spent a month of in-game time going around doing stuff and neglecting the bandit camp we were talking a few post above, it doesn't seem to far-fetched to me if said camp expanded or the bandits got new members. Clearly if all the bandits only became stronger to match your level for no apparent reason, that would make no sense at all. wouldn't the bandits be saying the exact same thing about you? If we can go adventuring to become higher level adventurers, why can't they be out robbing people and becoming higher level bandits? I see what you mean, but they are bandits and rogues, at best they point a knife at you and steal your coins. Maybe they go as far as breaking into some houses. But I seriously doubt that such activities would allow them to become equally stronger to a party of adventurers that constantly meddle with monster, quests and exploration. This kind of activities should be much more rewarding, experience wise.
  17. Character skill. This is gonna be a cRPG, not an acRPG. My character need to dodge the incoming hit because he has an adequate amount of agility/dexterity, and not because I was able to manually move it away from the incoming blow.
  18. Well, but then the dead body's inventory would appear every time you mouse over it... that would be quite inconvenient, wouldn't it?
  19. If you spent a month of in-game time going around doing stuff and neglecting the bandit camp we were talking a few post above, it doesn't seem to far-fetched to me if said camp expanded or the bandits got new members. Clearly if all the bandits only became stronger to match your level for no apparent reason, that would make no sense at all.
  20. I think that eventual other languages could be added after the initial release of the game. Let them concentrate resources on the actual game.
  21. The point is this doesn't even make sense.If there's a bandit camp outside a town, and I go there at level 20, suddenly it's an camp full of assassins? Or a camp full of bandits who could singlehandedly go and slay dragons or kill the entire towns populace? Level scaling only works if there is a limit to how the scaling works. Blanket scaling from 1 to infinity gives you Oblivion style level scaling, and even encounter scaling wouldn't save this. The only benefit "level-scaling" has over "encounter-scaling" is that it lets the developer be lazy. This should be something no one wants. That's because normally level scaling is implemented by simply scaling enemies stats and equipment. But what if said bandit camp would be wider, with a couple more tents, the majority of bandits only 1-2 levels higher than normal and with the addition of few higher level rogues here and there. Just like any 'normal' criminal organization that grew over time because no one opposed to them There are lazy and cool ways to implement level scaling. We still know nothing about it in P:E.
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