Jump to content

ReyVagabond

Members
  • Posts

    162
  • Joined

  • Last visited

Everything posted by ReyVagabond

  1. Personaly im saying that Brother in arms enter in the Deep Friendship tab. Its as deep as a love as it can be, and i want them both, i want to have Deep friendships and deep Romances because i think those same veterans need a reason to come back from the front a something to keep them motivated and love is one of the most comon reasons, like love for your family.
  2. Romances/Love/Sex/Frienships i hope they are in the game. Personaly remebering my life a good chunk of my motivation to do **** was to get leid! Even now with my girldfried still a lot of my motivation is keep geting leid with her. I love her and i want to make her hapy, i want her to be wel, etc. And every time i have done something i didnt want to do outside work was because a Friend wanted me to do it. Romance or friendship is part of life, in story driven games with motivations, love, sex and friendship is a grate way to motivate the character to do stuff. A love story withing the game is a good way to make the pc do stuff. The stakes in the world are done from your bonds in the wolrd, if you dont have bonds you dont care about the world. And that feels wrong. A Story driven with i dont want to die like in NWN2 its not realy that compeling. For example you find a companion that lost everithing they had in the world and wants to die in combat, so its a crazy companion later he becames your friend and then he decides helping you is a motivation to keep on living, and then he decides that he deoes not want to die in battle at lest not untill he helps you. Then during the curse of the game he finds more reasons to keep living, etc. I want a deep story in the game, not just the plot but the motivation of each character, their story, all need to be deep and real. If you dont want that you are in luck with the Hall of companions or what ever is called. Create your own companions with no story a la IWD.
  3. Personaly i want an exit after each flor, each level with an unique loot that you can gain once, and each time you enter you have to clear every level.
  4. And whats wrong with that, not rewarding combat is the first step to make you think outside the box, giving you penalties to fight, killing stuff will make you earn more loot, that you can sell gaining more money , but it has its cost. Fighting is not the way to solve things its a way, and even it can be fun!! an planed encounter can be fun, not for the reward of XP but for the reward of solving the puzzle of beating that encounter.
  5. Yeah, most games, give you XP fixed for the Quest, and Xp for the kills, non killing everthing in your path will make you gain at the end of the dungeon less XP. That creates the need to kill everithing in your path with out searching for other options. Xp should be for completing objectives. that way you limit the amount of XP in the GAME to the number of Quest in the Game. Personaly i want a STORY driven expirience with Tactical combat that is Fast (slow with all the pauses we will have to make) short and sweet. (fighting a dragon for 1 hour where you see animations and it feels like wack a mole, its not tactical) if some one wants to explore with no motivation then the game is doing something wrong, the game needs to place you in a spot where you need to try to do stuff to help, to find the thing you are looking for, exploring because i want to should not be that good idea. Real motivation should declare the Actions, not what the PLAYER fells like doing. I know its not something that most of you will agree but thats how I feel.
  6. Grappling is to much work and can consider in a fight 6 vs 16 in reality where you can graple there is no way you can win, think of im one go and grab your leg that guy will hold your back and a third one will stab you. to much work for little to no gameplay value return. Personaly i prefer that the time spend in other aspects of the game.
  7. In my perspective i dont like how the usual XP system works, or the level up proses for that matter. i would prefer inted of the usual system where you pic bonuses after a level achived, one where you chose what you want to gain and the xp you gain in send that way. And with this kind of sistem is easier to balance the game. because the Game XP is set for the amount of content it has.
  8. i love the idea, of Stamina, like as long as you have stamina you could try to defend and once you run out of it you are geting hit that sounds belibable. and then first your armor is geting hit, and then your body and thats where you get injuries and you die! For some reason a 2 HP bars Amor/life and a Stamina for actions like atack and defense(dodge, block, perry etc.) and example should be. a warrior is in front of 3 enemies, he is surounded and each time he attacks he consumes his stamina, and each time some atacks him he consumes stamina to dodge the atacks. a crit hit could be he cant dodge so he consumes the stamina for trying to dodge and he gets the damage to the armor. Once he runs out of stamina he is cant fight back or dodge so he get hit till armor brakes and then his dodie is destroyed so he dies! Mages because they usualy dont use Amor they cant dodge they are in big trouble. And it later levels. a Warrior can consume less stamina for dodging and can perry and ripose, and all kind of coll stuff, etc.
  9. yeah Configurable character independent AI and a lot of skills to use for melee and magic is the way to go. imagine you want to try out a full 6 mages group compared to a 6 fighters group. should it be posible to play the game with that kind of party and with more or less the same kind of micromanagement. ( now that the braket alows it)
  10. As a fellow Argentino, i can say i never ever ever have i used a Spain Spanish translation in any game, it feels so strange for me that i prefer it in English. And most of the time they are aweful translations that make me want to take my eyes out. But in the end they are better that nothing for people that dont know the native language of the game. So anything we got that will help the game have more fans its fine by me!
  11. Personaly i think death should be permanet but a its hard to kill, like first you are about to die for some time, and then you need to resive first aid from some one. And despite of death beeing permanent it could be cool to infuse the soul of a dead companion to a bodie to make them resurect in some ways.
  12. Yeah, Dragon granny, demonic granpa, angel mother and daddy santa claus :D YUPI ! hehe Hey it could work, and its way simpler that having halfelves, halforcs, halflings, etc. etc. to be hones if im Santa i would realy go for a Angel with some demonic and dragon blood on her!
  13. i dont mind orcs but you have to balance them, and then if orcs why not other mosters races? if you start with orcs then where do you draw the line, if you say that in game lore orcs are full members of society, that work ,etc. fine by me, like in the tes games. If we have Half people, they just do something simpler, chosing parets, for example. Chose your race. edit your fathers up to 4 genererations behind, and then get some cool bonuses for, ser, an orc with an elvish ansestery and a Human father and a orc mother.
  14. if this poll is for those time i hit a wall The difficulty level, and by that I don’t like it. I want that each encounter be more or less the same difficulty level with bosses you need to be more careful and prepared more tactical. When all the rest of the encounters are more they take you by surprise. Still ideally I would like to never need to chance the settings I chose but if I need to because of suck walls, its not many times for bosses some times for hard encounters and never with weaklings.
  15. The thing here is how to balance game lore and mechanics with gameplay. Gameplay is about fun, if there is a downtime it has to be fun and engaging. Like if you stop the action to camp because the party needs to rest, then you can make it engaging with rest micromanage, like who takes guard do they gather close by resources to craft small stuff like venoms repair some armor, etc. Chating with companions, romancing them etc. Now, I don’t like regeneration but if you have magic and magic is able to regenerate you health and body then well. You cans say: Thanks to the power of the soul the most powerful can tap into that energy to regenerate. Warriors, Rogues, Mages and Etc can regenerate Health and Stamina thanks to having a powerful soul. That’s lore and mechanics, and the effect in gameplay is that there is no battle downtime. Personally I want a system where not my health but my armor is what is getting damaged and then its pierced or brakes then I and my Hp is getting hit and I start being injured. After combat I can treat injuries and I can repair my armor. Most of the fight should be beaten without to much damage so you don’t need to tend your wounds and maybe you can carry some spare armors so you don’t need to repair them for the next battle or grab one of the people you beat with luck its not to damaged and you can carry on. But that’s just me. The only thing I don’t want is that if there is down time to not be boring of example, resting after every fight in NWN where at level 1 you rested for 5-10 secs was ok, but at level 17 resting for minutes was not fun way to spend time playing a GAME! In the end of the day hard core or not its still a GAME! Make it engaging and fun! If you want to give players wings just say its part of the power of the fractured soul of the eagle that’s how chimeras born fractured animal souls wake up in an animal and they mutate to match the body with the soul. But that’s just me
  16. Personally I don’t like the D&D concept of rolls and critical hits and critical miss. So its all about how the game is implemented depending on the concept you create the rules depending on the rules you have room for experiment. For example I like the idea of having little to no Hp you have the hitting skill in one side and the defending skill in the other one. Both are affected by Weapons, Str, Dex, Int, Wisdom, Position, Magic effects and the crucial Hitting Skill- How good you are attacking Defending Skill-how good you are defending So depending of the accumulation of those two values one can say that if the difference in hitting skill vs defending skill you will do more damage because you will do more precise attacks to more vulnerable places. I like that, a good number of attributes are part of the equation because when you fight it’s not just your dex and you str that are part of that its experience wisdom, intelligence to do a fake or knowing your opponent or learning their patterns, or knowing yourself. Fighting it’s a culmination of skill training body perfecting techniques and many other things. I practice kendo, and fighting some one stronger is hard to defend you try to block and you know your defense will be blown away. Fighting some one dextier that you and its hard to lad a good blow on them, but you now that after months of trying you get stronger and you are dextier and your overall skill is better you know more stuff. Your intelligence affects how fast you learn and your wisdom is your overall ability to keep your cool and experience with situations like that. like an old boxer fighting a jung one the difference in experience makes them take the fight with a different way and its not that they are not as fast or strong as the other one its that because of the overall level of experience they have in fights lets call it Wisdom, affects how they fight. On the relationship with damage I want small amount of hit points and big numbers of soaking damage with the armor, that gets has limited life spawn but can be repaired and upgraded. So if we simplified with not hatboxes it could be something simple like you have to life bars the first one is your armor and the second one is your health, once your armor is broken of the armor HP is gone then you are getting hit and you are in trouble. Mages are always in trouble because they usually don’t use armor, so their real hit points are exposed. Well have fun with the Experience drinking game!
  17. Im with most of you guys, if you cant make a good sistem where the companion feel completly alive, ala in towns and stuff i cant control them and they are their own person, and i can iteract with them, talk to them, romance them, ask them to buy something or stop spending their money in buzz, etc. that could be fun. But if cant do that, then give me my paper doll that i can do what ever i want with them. in relation to the share loot, we are a party of adventures and every one should have their own invertory, with a weight sistem. But im the leader of the group so suck it. A conversation asking for special items for friendship points is ok. And yes if they can make them as alive as posible then the better. The things is you make the world feel alive with day and night cicles, NPCs with rutines and lives that make the game feel alive, and with Companions that are also alive that could be aweosme if not, give me total control.
  18. Yeah its like i know that i want a mood sistem with heavy text, in one hand most of the new and junger gamers had not expirinced the the games that PE wants to bring back so they will have a hard time reading 4-8 lines of heavy dialog to respond whats your favorite colour. But with a modd system as a gategay to the heavy text dialog, YES something like a tittle could end up as a dumbded way for those people that want to read everithing but still a big chunck of players dont love the heavy reading, and this could work in some way. But who i´m kidding in one had i want that heavy text and in the other i want dunbdown gateway emotion tittle for others players that are not me, but i think could be a good thing if its well done in the long run making obsidian their new spin of the old stile and the new. But well you are right metiman!
  19. looks like most of you like the slow, and painfull level up expirience. Personaly i dont care, the only thing i care is about the relationship with level=Power in the Seting. and i want to be trated like that, actualy a no leveling sistem with perks and abilities level up that brings new stuff is what i want. For example lets say we are back to the old D&D where you had your starts form moment one, compared with the powerleveling of 3.0 where you always ended up with everithing betwin 6-12 and that one atribute in the 20s. I care about what it means to level up, for all i care there could be 99 levels till max and i could reach them in 100 hours of gameplay but there is only content for 30 hours. So does it realy matter how fast or slow something hapends when you dont know the ramifications of that level up? In conclution i know that no matter what i want an impact to the level up. The D&D level up where nothing changes but you get 3 skills points and thats and some HP its lame! and i dont want that, i want that a level up means somehting. it has a Gameplay change. So as long as there is no dead level ups im ok with anything!
  20. Well Yeah the AP dialogue was aweful but the idea was good, and i want them to keep the idea but done it well. But well thats just me.
  21. i Like the idea of Controls similar to League of Legends. Still better graphics and the ability to zoom to the action now and then to see in close a deathblow or something to give the combat some "Flash".
  22. Personally I think the best one could be a improves Alpha Protocol system, that could be really grate for this game, the active conversation was really dynamic and could add a new layer of intensity to a game that is RTwP But considering that ill have dialogs ala BG2 with some lines voiced having a timer could harm the player expirience but still I would love to have a to chose the mood of my next response and the read at my hearts content the grate lines of dialog Obsidian and his lead righter can create.
  23. Personally, for the modern RPG I liked Dragon Age Origins and NWN2, Top down camera ala Baldurs Gate. And I Hated DA2. So for my vote was for DA:O mixed with DA2 witch I hated. The first one with to top down camera was the closest thing to the old times, but it had some skills here and there to make the fighting with the warrior a little more compelling that the BG point and attack. So that’s why it gets my vote. In relation with magic ill vote for the a mix of Valant and exhaustion, The memorization of spells, I find it a strange, you have to memorize a big ass spell but once you reach certain expertise those spells you should never be able to forget them, once you have practice, for example a song, after X days of practice is like a second skin you never forget it. And the Sorcer system is more or less a mana system. A Mana system I don’t like because it creates a resource only usable for Mages and magic users creating balance problems in my opinion. I think all Classes should or use their 100% unique system or use all the same system and an Endurance-Stamina-Exhaustion system I think it works. For example have you ever run for two hours, you end up depending on factors tired, or have you ever finished a test and you end up tired with no will to do anything but to rest. Well that the logic behind this wilding a sword or taping into your soul to create some magic is just consumes stamina. A reagent system could be good for the biggest more expensive spells a way to access spells that are some what more powerful that your current character is capable to do, but this is more like a magic items and stuff like that. Well in conclusion I want a Valant and Exhaustion-stamina system. A Wizard to tap into the magical real resource not magic recourses but natural stamina and I don’t think cooldowns is necessary but the biggest spells have powerful drawbacks like casting times exhaustion after the spells heavy stamina cost. etc. If you want to cast fireball after fireball there should not be a cooldown that hinders you but something more primal like after doing a fireball you will consume a big chunk of your stamina and you will be exhausted for a short time making your next spell you cast consume more stamina. This comes with an idea for stamina or endurance as a basic system to rule every action in the game. For example you need to rest to recover your stamina, and if you pass some day without rest you have penalties, you need to drink and eat to keep you stamina high, and there are no magic potions. I want combat to be about set recourses before the fight now how many potions you have to spam. But that’s just me. And considering the last the MMOs mechanics, for example for me games like Dragon Age Origins had a simplified MMOs idea (still I thought they had too many skills) for a party balanced System. Still it’s all in the Animations I want cool animations that even if I have plenty of skills most of the action happens in the background of the game with excellent an epic Animation. But its all about mix and match, an usual mmo like WoW, ToR, Everquest, have tons of skills to micromanage because mostly because you control just one character. But the idea of using active combat skills with some other passive skills and many more ideas is the right thing for me to do the game environment is an evolving one. And it should keep evolving with this game. But what can I say the number of skills, abilities, Spells is something to requires heavy balance.
  24. Moding as a stretch would be awesome! i dont know adding armors, leves, stories companions, and all that, is why i love PC games, TES, NWN, they where awesome for that reason.
  25. I dont want a multiplayer game, i want a Solo RPG, and they are right doing the netcode for multiplayer needs a lot of work, if you want multiplayer neverwingter is coming up or you can try games like Guild Wars 1 or Guild wars 2
×
×
  • Create New...