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ReyVagabond

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Everything posted by ReyVagabond

  1. First, yes I pesonaly do get why it works how it works. But personaly i want a system that uses low health pool and a low hit coult every hit is leathal so you the character dodges, blocks and perries a lot. each time it does consumes Stamina and ofencive skills and spells also consume this resourse, so oveusing it leaves you with no chance to defend and you with a few hits you get killed. But well thats just me.
  2. Perosnaly despite liking the idea of Magical ingridiets like in the Ulitima Games (i loved ultima 7) its all about balance. YES BALANCE. Having ingrdiets for magic means that i need to stock on X item/s to cast magic, For example A mana potion can be considered as ingredient to cast a spell. dont tell me you never tought about it? If i need mandrake roots, or dimond dust and vials of dragon blood! to cast my powerfull spells, that meens 2 things or is a gimic and i only need to stock up before entenring a "danger zone" or its means that i colect those ingrdiets to keep me fueled with my magic spells or keep me away from casting those spells for balance issues because they are to good to use often. So there is no diference with a magic potion, both have the same objective keep me able to cast all my spells. So personally i'll keep posting what i want. Stamina as only resourse to cast spell or abilitis, and not having any kind restoring potions, time restores stamina or some spells or abilities and resting recovers fatigue witch is a simple stamina cap the longer it passes sinse you last rested or you used a realy exausting spell or ability. Example A Wizard with a poll of 100 Stamina after two days without resting he has 50 stamina and heavy fatigue. that mens if he wants to cast a 60 fatigue conuming spell he cant because he is exausted! In Crafting well i dont want the characters to craft anything but consumables or repair and upkeep their gear. Personaly i prefer that crafting NPCs help in that department. Something like the Witcher 2 is a start to keep building upon.
  3. -D&D Rules: Yeah i know that the intercation with Feats, Skills, Stats, its indispensable for the RPG we want, the only thing is that i dont like how D&D has done it, Its a Good system for PnP but not for a PC game. For example If you are going to level up character of the same class we all know witch feats were good and it was hard to move away from that model. I want Obsidian with PE to make grab something from everything and push the bouderis of the consept of Abilities(spells or otherwise), Skills, Stats, to be something awesome. -The Monk, thinking about Some Shaolin monks or Kung Fu Movies and what not, they used swords and sword like weapons, they used staffs and lances, they used crushing weapons, darts, i have seen seremonial axes in museums, etc. considering this principle we can say Monks use many kind of weapons, because of that we can say monks in The PE seting, could use most weapons that our adventure party can get their hands on. -Druid, Is still think the Shapeshift as part of the "spell visual effect" it could be grate, not much polimorf part of the bodie because you need to create custom parts of the bodie, but for example. For stealth a spell/skill called Shadow Raven, you turn yourself into a raven, and you are considered "invisible", untill your next action (like most invicibility spells in most games). Mixing this kind of polimorfing spells with regular could create some cool scenarios (visualy at least) where in combat the Druid is a wolf one moment to help a companion then a Raven to create some room and be far away from battle to sumoning a Bear then some one catches the Druid and start fighting with a weapon and then turining into a bear to create a Fear to have some room to end it with a Spell blasting with A Lightling. A mix and match of this could turn A druid into a sight to be hold in the battlefild. Using standard resourses of the creatures of the game, and adding spells like effects that are stable of the D&D Druid.
  4. I think the point here is that I PE is not D&D, and it should not aspire to be D&D that way you can work around D&D flaws and make the classes how they (Obsidian) want them to be. The D&D skill, Atribute and feats System, i think is not that fun for a PC game. D&D with dead levels and unclimatic leveling up is awful in my honest opinion. As far as PE i hope it has a Armor= damage reduction y Defence is a mix a block, dodge. A system where you dont get hit much but when you do get hit its letal. Monks. In D&D the armor class is like the main problem with the class. Taking away D&D, and going yo the roots of the Shaolin Monk. You have a highly spitirual, trained, compentent character. Shaolin monks Can and should use all kind of weapons. and be grate with them including unarmed combat. Now with armor they should not wear any amor, Robes and clothing is cool. but for that the should have natural defences and high dodge rating so they dont get hit. Also they could have some Spell like buffs for himself and/or the party. Druids. Again If we stop thinking about D&D we can think of how the Druid is diferent from from a Cleric that he dosent worship gods, or the mage that taps into magic. Druids are about life and nature. changing shapes its always bad in every game because the new forms are usualy realy bad in the end game, Good gear is way better that any new form bonuses. So i personaly it should be more like a cool ability intead of a full ficture. Example, instead of having a shape change where you are a wolf for X time you have a skill or spell that is called Wolf Fang, when you cast that spell, instead of having a casting time the spell turns you into a wolf you charge the oponent you knockdown the target and you bite them, after that you turn back to your nomal self. If the Druid can have spells/skills like that then it has flavor, it has uses, for example in wolf form during the skill you move fast so it and knocks down the target grate or closing gaps and helping frieds under presure. So with a focus like this we can have all kind of crazy efects. istead of a tangle spell you can have something like spider web, the Druild turn into a Spider and sends his Web. and turns back. Same efect but Way cooler if you ask me. Ranger. As far as im conserned a Ranger is the woodsman warrior with an animal companion a good selection of outdorsi skills and skill caps. And its a fine adition to any party. I dont want him casting spells. But in the other hand i want all classes to have skills so they more fun and engaing to play with, what can i say the point and atack system of BG is not that fun in my taste, i had plenty more fun micromanaging my casters that pointing and clicking what to atack with my fighters. But thats just me.
  5. Still there is a diferent with a P&P roleplay and Pc Roleplay. In P&P the other player and the DM give you the a way to express your character. There your imagination is the limit. In Pc games thats not the case and giving to much freedom, for me at leat, it turns a game into a something not engaging. the 5 DA origins take the freadom to be any one you wanted, yes sure, dicated how you played the rest of the game, they didnt. And it was more engaing that a clean slate that didnt aport nothing to the story.
  6. I love iron man modes but only after i won the game a couple of times and i know what to do.
  7. Yeah, just saying i was next to imposible for me to know if i was hier that anyone else in the old IE games, becasue of how the perspective worked of those games. And if the game is going to be Full 2D like those i dont realy see the point, its cool and it could be awesome! but still i dont see beeing that defenitive in gameplay so they actualy spend resourses in the math to do it. If its a 3D game Where i can maybe notice clearly when i have a height advantage or disadvantage and i can capitalize on it adding a new part of the strategy to the gamplay then Awesome! lets go for it!
  8. Just saying this could be the same with a split of in and out of combat. Each party member was a roll to play in combat, each one has a roll to play out of combat. Blancing the Party for in and out of combat separatly should be the same, but its easier to balance both own its own than as a whole. Now not only you have to balance the diferent builds of each class but you have to balnce the HM slave (yes its a pokemon reference, its the guy that dosent do anything but its there to help you out of combat) do you need a HM slave? how many, can you battle everithing or you cant if you have only one character with many out of combat kills and he can have them all like a 18 int rogue in D&D in 3.5 thanks to feats. Im still inclined to my opinion that balance will be easier with each class aporting tools for in and out of combat. And you balance you party acording to your taste. speacialy if they dont overlap in what each one is good.
  9. Just for the fun of it. For the challenge. For giggles. Didn't you ever try oddball character builds in Fallout or similar games? Yes i have, But it was like my 20s time that I beat the game, and i did that because I knew the game inside out. But its not just me or you, or we the hardcore fans that have played the GoG when they came out, there is other part of the market, i know we funded the game some more that other. But Its about That if i have done that the first time i played Fallout 2 i was destroyed in hours to the game and i needed to start over gain, and then go to a guide to see what is better and what to pic. And after many times i could do the crazy oddball character. Just because i could. But to be hones, Those games and this game diferent games and I would prefer to have the to aspects of gameplay split. Its easier its cleaner, you can make combat hard and chalenging and please those guys, and add tons of out of comabt repleyability, and please the non cobat guys. (Like Myself). I know that if i beat the game 20 times the game was fun and chalenging and with a good story and it did not need for me to do a oddball character that needed me to know everithing about the game to succed, i know they will add iron man mode and what not to keep me going the extra mile once i know the game so well that i cant get my rush with out it. But for new players making the "Wrong" choises its harsh, this is the MMO era, Where no one wants to loose, we have to accept that, and try to live it them and have our game that is better that the ones that came before with new ideas, new gamplay, new IP. But thats just me, As a player in the bottom i like Class balance.
  10. Personaly something like this is dead drop to last in what i want their time spend. But i dont say its cool or i would not like it to be added. But im still not sure if the game will be 3D with a 2D view or full 2D or what.
  11. Personaly I dont get why people want to be gimped in combat just because they like to have The feeling that their character is good a making potions. If you have a warrior or a Thief or a Mage, why do you have the need to sacrifice one aspect of gameplay for the other. I get wanting them to have diferent areas of expertice, Example: A mage is good with magic and a smart guy all around, so in combat he uses spells and out of combat he has diplomacy, lore, Alchemy and what not. A warrior beeing good with armor and fighting and all around tough guy, is good in combat using his weapons, blocking striking, defending their companions and what not, out of combat he can use his expertice with weapons to mantain his weapon sharp, intimidate some one, and other stuff that some one with good martial skills should have. Same with Rogues. every one was their strong points that complement each other in the party. But in gameplay, lets say this game is restrictive and has a low level cap, that means a set number of choices to advance. where you cant max everething. With that in mind, How do you could beat the Meen dragon balanced to be hard and beaten with a combat oriented battle? if i have 2-3 Characters dedicated to noncombat skills and maybe some of the rest with some non combat skills. now that player because of his decitions to have non combat skills and spend on them on that encounter will have lets say an imposible task ahead. Or you start balancing enconters considering that the player base will have non combat efficient parties? if then player with Powergamer combat oriented party will have a easy job with the encounters. And stating the game is to easy. And half of the player base will try to folow that strategy, therea was a reason why a big chunck of the playerbase of NWN 1 and 2 had a Dragondiciple character. I know i had one. So Guys, Non spliting Combat/out of combat so you have the idea of freedom is a headache, you balance Combat and non combat to things for non optimization creatiating easy content even in hard dificulty for some and to easy for other? You still consider that if all characters have to be combat oriented to beat a chalenge? I think is to much trouble and it dosent add nothing real to the game. Split Combat and Non Comabt, Make each character unique in both ways, make each character individual with diferent strongpoints and weakpoints and gampleay. In the end its all about balance. Always is all about balance. But thats just my opinion.
  12. 1-The idea of D&D of having bonuses and Skills Every other level, is the most aticlimatic thing ever! i dont know about you guys but in D&D leveling up some levels were the most borring thing ever. in 3.+ rules was like, this level you gain 4 hp, and you can place 3 skill poits, but the next level you gain a feat point, more HP, an atribute point, and you gain some spells, and the 3 skill points! and you way we thats awesome! In the old Advance D&D was even worse As a fighter level up was ok now you gain HP and nothing will change till level 4 when you will resive 1.5 attacks per turn, exiting Personlly all levels you have the same sence of exitment. and a fair amount of choises. 2-as a new ip, i want the same amout of levels and points for each class, but they have diferent skills to spend those points or they have diferent skill caps. as D&D as example, Some classes had a few favorable skills to put their point and Rogues for example had many. So lets say each class get some incresed points in the core skills at each level up and a few points to customise your charcter. Lets say There are fighters and Rogues. At a level up. A Rogue will get +1 to mechanical skill for free that afects open locks disarm traps, craft traps. And 3 points to spend in that ever he wants. A fighter in the other had will get a +1 to Craftmanship Skill for free that is good to repair weapons and armors, mantainin equipment. and 3 points to spend in what ever he wants. A simple system like this with plenty of skills and diferent skill caps with some ways to brake those caps to give some lore to each character, should be enoght to make me personaly hapy. But thats just me.
  13. Personaly i want something simple, just as skyrim, not because im a big fan of a simple system, but i like simple stuff adding to much something dosent add enogh to make it worthwhile. And personaly the mix and match of looks never works to well. Armor, Gloves, Boots, Helmet, A ring or Two, A necles. thats it. Nothing that overlaps to avoide cliping isues. Cloaks need work, so i can live without them.
  14. Well for me i want every party member to contribute in and out of combat, in a significat way. In diferent ways, but in no momnet i want to sit in a corner in my room grabing my legs crying because i didnt bring X tipe of character to any conflic. So personaly in combat and out of combat character progrecion need to be separated.
  15. Yeah man 3º Option I only buy MMO if they are sucsefull after the 6 month of Beeing in the market. Personaly i dont like MMOs I have and i play MMOs for the last 10 years, but time showed me that i prefer a good Single player game with not coop no nothing than a MMO, If it where a Guild wars Like MMO, with no monthly Fee then Maybe I would buy it. But thats just me, And realy bad pool for giving 2 options and in both options you bought it. Personaly i would never buy a PE MMO for principle! untill proven to be the best game in history then ill trow my money at them!
  16. Just my opinion. And considering the post i just made 1-Multiple day rest where you do other stuff i think it way to much, its a game after all. we have magic and what not. 2-Yes resting in a Inn in some town should be safe, even we could send the Party to do stuff before hitting the sac, like The Warrior to colect some info in the tabern , the Thief to rob some shop, and stuff like that. But still the thing about the Week of resting or resting a room for so much time in a game i think its to much, we need to know the seting and the story to know if its posible to waste time like that. 3- Completly agree! consumables for resting is the way to go to balance it. resting could be a powerfull part of gameplay, not just a hit a button and done thing! Also a Short rest i think can be avoidable, its a game after all and a 5 minutes game time rest could be just out of combat regeneration. for Stamina, or mana , peronaly i dont want HP regeneration but i want a low HP low hit ratio system to balance it out. Of topic i hate the consept of mana, i think a Stamina should be the only resourse mages, Warrior, Rogues and Prist use. If you think X action will exauste you then it consumes Stamina, Easy right?
  17. Like many have potsted BG-Style was an aweful oversimplified action. We all know that every one was Saved, then rest if you where Abushed just Reload till not you where not abushed, profit! The danger of resting was never there. if you played with an iron man mode you would tend to rest after every fight. This was posbible because the system was oversimplified. I Personaly think a more Deep system with the need fo food/resorses, where you micromanage what the party will do in the "Resting time" and maybe some intercation with companions and that not. Could make the system more FUN, Chalenging and unique. Example: Your party is in Forest. You have - A warrior, Barbarian, Ranger, Thief, Mage and Prist. You initiate rest, the forest is romed by Bandits and some wild life. The Ranger will be a Lookout and because of his skills reduces the chances to be ambushed. The barbarian with his algo good wild life knowledge will also provide a bonus. Now if you want you can asign some one to watch over the camp during the night, those people will not get a full rest but you asure yourself that depending on their skill not to be fataly ambushed. now lets say you pick the Ranger to Watch over the Camp. Now you need to pic 5 other activities for the rest of the party. The prist could tend the wounds giving a bonus to how much life your companios resive for the "rest" and consume some bandages and what not. The Barbarian will go around to find Materials, he comes back with Random stuff, some usual stuff like wood for the fire, some herbs and maybe a rare material. The fighter will try to repair the armors of the party with some iron the party had with a repair kit he brought in the last city. The Mage will cook and with that will give a bonus to moral and what not. The Thief will craft some Arrows with the some wood and other materials we gathered. Then you can also talk with your companions and have some random dialogs or somehing. And maybe do some other planing. So Just because of the amount of decitions you just have made, the resourses you consumed and that not even in a iron man mode you will not be able to rest every other fight, also because we punish the reload of a failed rest because maybe destite not beeing fully rested you could still get the bonuses for the meal, or repaierd gear, the arrows and the reare material that the Barbarian just found. All in all, even if you didnt get a full rest and for that you will have to rest soon again you may not want to reload and try again. Personaly i want a system like this.
  18. Still as you all can see, XP for Objectives is a lot more clean and easy to balance. Even if you want to be above levels of the main quest, you just have to clear more content to have your so wanted handicap. Give a Level cap to the game, and presto, clearing 60%+ content and you are at the level cap, then the hardship of the game is all about dificlty seting and options. Personaly i dont mind not leveling up in a game, for example i dont know how many of you played Guild Wars 1, but that game you reached level cap fast, and most of the game content was designed for a max leveled character, how hard or easy it was depended on the content and balance, and strategy. For me that was fun enogh, a grate player with a thought strategy could crear stuff much quicker that some averege player that new what to do. Still the fun came from something diferent that leveling. But thats just me, i dont find "leveling" fun per se. I play for the story first and the Gameplay second, leveling as griding doing something more that once of its reward istead of the enjoiment i get for that action i dont like it.
  19. I missed this on my first read-through of the thread. I was actually looking for it so that I could say, Aww, hell no. Simply doesn't fit with the RPG core, in my opinion. Something like this might work for a particular race if you explained it as, say...a race that had both divine and fiendish heritage. Basically, their choices in life led them closer to one side of their heritage than the other. But, for all characters, no way. Remember that the consept of the game is all The Souls Stuff. Your soul is not just your own, the soul you body has has expirience beond the life you currently has, with that in mind if you can tap on that power and that acumulated expirience , who knows what you can do and what powers can you unlock.
  20. Perosaly i hate when Mages and the like Get all the Cool looking stuff and Warriors and Rogues only progress trough Gear. i HATE IT! I want my seasoned Warrior / Rogue to have animations that reflects he is the best in the world doing some Crazy animations that reflecs that. Something like the old games is not what i want for this game in this state of the Tecnology and what not. Warriors and Rogues need to be as Cool ,not just functional, as Mages. But thast just my opinion.
  21. Personaly i started a tread about it like a week ago. and in the end is somehitng like this. Rest anywhere but to rest you will need to start a camp, that means, not just click the rest button and 8 hours later all fixed. I want to make decitions during those 8 hours mi characters will be resting, I want control and some micromanage of why im beeing abushed why my characters are camping in a Dragon infested mountain. Etc. will some one heal someone else, who you want to cook, who you want to gather materials for the fire, did you bring materials in the travel? will some one craft, repair, gear. maybe some conversations with Companions. I want the resting to be something more deap that just click and its done!
  22. Personaly for armor i want: 1-Armors is all about damage reduction. Defence is something diferent, for example Does has anything to do how well you defend to somethign with what are you wearing? No akung fu monk with robes could defend himself dodging atacks with out beeing hit. And that has nothing to do with Armor. 2-different tires are tied with the material they were costructed and the craftmanship. Example a masterpise leather jaket it could be as good as a chain mail. why, because its so freckishly well made! 3-Now diferent materias and amors give diferent bonuses and penalties, for example a dragon hide armor gives less raw damage reduction that a platemail but has grate fire resistance so you want to use that kind of material armor to fight something that uses fire. and steel plate has a penalty with lightling, or something. In conclution somthing simple and to the point Tipe of armor, material, craftmanship. Thats it.
  23. Arcanum: Of Steamworks and Magick Obscura it’s a game that I was not able to play when it came out, but I just bought it GoG and the idea of stamina/Endurance is awesome. Personally I want a gameplay system that with the basic concept of stamina as main resource to take any action in the game. A good amount of players love the idea of Realism; me, not that much, I prefer game that are in their core fun more that realistic because, lets face it, it’s a game and in the setting where souls are a source of power and taping into your past lives gives you powers and understanding of the past and who know what, and trying to compare that to our expectations from the real world its in my honest opinion nonsense. But I do would like a single resource system for every action taken in the game like the real world and that’s Stamina/Endurance. For example: A sprinter can run fast but cant run that much because he consumes all his stamina. A boxer that is not shape and gets tired in the fight even if he's strong puncher he may lose the fight because with no stamina left you cant dodge, block, or even attack with all your power. Same with the game world. I want a system where while in combat you consume stamina for attacking and defending. Running long distances or map traveling non stop. Casting spells consumes stamina to tap into your soul for magical properties. (For example, lets say you need to memorize high level spells because they are hard and low levels spells you know by memory because you have used so often, but using those spells consume stamina depending on how strong they are the stronger the spell more they drain you). Using skills like a Warriors power blow or what ever you feel like it should exhaust you more. All classes with different skills to modify the consumption or regaining stamina during combat with skills named something like battle rage, second wind, a monks mind over body. All kind of stuff comes to mind. But with that in mind we need to say how to manage and restore stamina. And I think by resting and eating sounds good. You have a stamina bar that has two parts one the Endurance that is you that is the stamina bar, and then you could add Fatigue and that could be a cap on your stamina, for example a traveling for 8 hours at walking speed could consume not mach stamina but accumulates fatigue so the more fatigue you have the less you stamina you could use for action skills like fighting, casting spells, etc. Making that even If you eat food to regain stamina you do not loose fatigue that can only ne lost with by resting. And with the Resting system they could add micromaging options. For example in the last X-Com game, I have fun planning what to research next and how to use my recourses could be add some fun elements to resting/camping. For example when you camp, you could enter a screen to micromanage the resting. With options for leveling up, you could select what new skill you want to learn in the future or in what area you want to apply yourself, instead of: Ah, I just leveled up. I'm gona pick a perk. Instead selecting a perk/skill what ever we think is cool and the experience is driven to learn that. Because that’s most what we do right, we apply ourselves you learn what we want to do, is not that we do stuff and magically o I good with swords now. Also who should watch over the camp when resting for example letting a ranger could add bonuses so you don’t get ambushed when sleeping. Selecting companions to gather close by resources and also to craft or repair weapons and armors. Heal wounds. Cooking, eating, and resting. For me that sounds logical. In Conclusion you stamina dictates for how long can you play till your next rest and your next micromanage session of what should I do next. Not that you can’t do it anywhere else but it could be cool to be able to do it in that moment. Also during the resting period there could be options to talk to your companions and strengthen the bonds. Ask about your quest log, like where we should go next, where is X place, And each comapanion having something diferent to add. And Stuff like that. How about you guys? would you like a system like this, what would you chage, if there is resting/camping in the game what how would you like it to be implemented? And why i posted Arcanum and never talked about it? well so you can flame me!
  24. I like other. First because armor should have damage reduction and not effect dodge chance or how often you are hit. (The AC D&D system is Awful for a pc game where all the math is done in seconds, in PnP is clean and works but not for a pc game). At least not like D&D. Now is my take how I would love the system to be: All actions in the game should consume stamina/endurance. Attacking and defending should consume it. And a defense rating vs a Hit rating should check if you manage to hit the opponent and dodge his attacks. Considering that each dodge consumes stamina, a high numbers of attackers can consume all your stamina somewhat quick and with no stamina you can’t attack or dodge, like it should be. If you are tired in combat and can’t lift your sword and can’t move because you are exhausted you should be a sand bag. And the Armor, giving Damage reduction to different types, and some the heaviest armor giving a penalty to defense or higher stamina consumption for some actions. Giving a natural balance with Character aptitude and what kind of Gear you want to use. Now with a system like this there is tons of room to play with, like a critical hit can bypass armor damage reduction or, destroy the armor, or cracking it making other hits does more damage. A warrior with second wind ability can outlast other fighters and keep fighting longer. Let’s say two rogues with grate defensive skills fight each other like a 60s Hollywood movie as soon as out of stamina then the fight is decided, not the armor but their natural skills and attributes, of course a magic gear can tip the balance and a good armor can save your skin but should it should be a system where in the world is contemplated that a high level Duelist with no armor can easily beat a low level soldier with the best armor money can buy. The high level duelist should have more natural defense and hit ratings more stamina so even if he cant penetrate the armor damage reduction once he outlast the soldier he cant defend to de onslaught and be killed.
  25. We have to reach a compromice within the game i think. Ading to many weapons and you cant expect unique feel and animations/skills in the game and grouping animations/skills for weapon groups can add tons of weapons because there just skins. Personaly i would like Weapons to be subcategorized in more or less aninamtions, For example grab a bunch of pople that recreate Medival battles and other martioal artists, and let the team select groups of animations for the weapons, and then add as much weapons as posible as skins, with diferent stats. But thats just me.
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