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harhar!

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Everything posted by harhar!

  1. Make the exp in the world capped (no reoccuring quests and monsters) but don't give me an artificial wall. It doesn't make any sense and is retarded, because I don't feel like doing quests anymore.
  2. I like in in actionoriented games like "The walking Dead" but not in Rpgs with philosophical questions (like Ps:T) where I sometimes take 10 minutes to form my opinion on a specific matter.
  3. Funny to see how shizophren this community is lol. In some other poll people were all happy about only exp for quests 'n such. I want fixed enemies with low exp.
  4. Don't make it -100 - 100, it's just unimmersive. "Oh you like me 35, how very kind of you". Just show it through the actions of the NPCs (like Walking Dead).
  5. You guys are being pretty ridiculus here. Why in the world would you not want to be notified when you kill an important char? I would be MAJORLY PISSED if I found out, that my 20h gamesave is now worthless, because I didn't have a magical crystal to tell which NPC are killable and which aren't. This means, that to be safe I can not kill ANYONE who wasn't specified to die in a quest. That is horrible game design, because I need to live inside the narrow box the developer provides me. This stunts roleplaying, freedom and will lead to a ****load of frustration. On another note: I want every "non.deadly-hostile" NPC to be knocked unconcious instead of killed, so that you can loot his inventory and will be pissed (or won't if he doesn't care) and maybe won't give me a quest anymore. Btw.: A good way of discouraging players from killing everyone is to give 1 person multiple quests which get unlocked over time or just let them comment on stuff that happens around the world so they stay interesting and aren't only questmashines. Oh btw of corse everyone, who isn't supposed to be immortal story wise is mortal, that is a complete no brainer. It's a modern game disease to have nonkillable NPCs who aren't mainplot relevant. Really, really stunting roleplay. An argument for completely immortal main characters is, that they might be killed by monsters and such. Just something to think about. I think either solution (immortal or message) is fine.
  6. Why not just have no prepetual respawn? Then nobody could grind but it wouldn't be a pain in the ass to fight monsters and waste your time on them.
  7. Meh. Then I will feel like I'm wasting my time even fighting the monsters. Also I want to have the ability to at least level up a bit if I can't do all the quests. Why not "low" amounts of exp for monsters?
  8. No thanks. Rather make it so, that these modes are actually enjoyable and not "herp derp you didn't wanna use the questmarker, so you can't even finish any quests, have fun searching dumbass (Skyrim)"
  9. That's what the journal is for, or you should be able to get those infos again from the questgiver. I also don't see what is so bad about not being able to solve a quest easily. Sure they could build in such an *option* but I have seen it way too many times, that they rely on this *option* and just make bad questdesign and don't give you **** for info, because you have the ****ing ezmode button.
  10. A point that is often neglected in rpgs is the reaction of the NPCs on the actions of the player and the events going on in the world. What are your ideas on how thievery, violence, murder,... should be handled? The only games I know, who adressed this problem properly are the games from the Gothic series. If you get caught stealing NPCs will attack you every time they see you, if you attack NPCs out of the blue they will fight back and if guards see you doing either of these things they will attack you too but won't kill you. They will only knock you unconcious and rob some money from you. If you attack someone inside a city or farmers or other guys, that are not "tough" they will be pissed after you fought with them and won't talk to you/give you quests until you pay a fine to the city. If you murder someone, people will also try to kill you and the fine you have to pay is much bigger. If you fight with a "tough" guy though he won't be mad afterwards. Apart from that the games had guilds and when a member of your guild was nearby and you fight with another dude your guildmember buddy will actually help you defeat him! There were also special flags for "friends" who might also help you and aren't mad if you quarrel with them. Additionally in Gothic 1 if you draw your weapon guys who were weaker then you would go like "Whoa dude, chill out" and tough guys would be like "put that thing away or else" and very weak guys would flee the fight if you engaged them. Imo these things are really important in an rpg and one of the most undervalued things. That's why I wish for P:E to adapt the knocking unconcious, a legal system, some people being mad at you if you mess with them others not, guildmembers and friends, that help you combat guys and all the other stuff I listed above.
  11. No, don't have scaling at all. If I'm too weak to do stuff I just go quest more and come back later. And if I'm very strong I want to breeze through everything. Scaling is EXTREMELY discouraging in regard to doing quests and killing monsters, there is no good aspect to it at all.
  12. If I remember correctly in PS:T you didn't have to gather your party before venturing forth.
  13. A minimap in an isometric RPG? Are you kidding me? Who needs that? Just have a map, that is accessible with one click. Btw: Instead of minimaps you should have ingamedescriptions if there are places, that aren't easily navigated. For example nonamenpcs could have the dialogueoption "Where can I find...". (See Gothic 2 for example).That is a much more immersive solution and it's really bad if it is skipped in favor of an unimmersive minimap that is an unneccesary UI element.
  14. I already have companions who carry **** for me around, don't need a mule.
  15. Why are you trying to "hide" the fact, that you are talking about Breaking Bad?
  16. No. The way I invisioned it was a little different. Say you're a level 5 mage. You get 3 level 1 spells, 2 level 2 spells, and 1 level 3 spell. In your codex, you have: Level 1: Magic Missile Grease Identify Knock Ghost Armor Bless Level 2: Blind Fear Flame Arrow Acid Arrow Level 3: Fireball Lightning bolt. In between rests, you have to pick out only 3 level 1 spells, 2 level 2 spells, and 1 level 3 spells to as to reuse. The system otherwise works as before with Mana or endurance or whatever. If you need to use a level 1 spell that you haven't "memorized" then casting that spell costs more mana than it would otherwise cost. That way, you actually have to consider what spells you need before you actually need them. But what if I use 2 level 1 spells in combat and have 1 left. The cooldown will only start when I fire the last spell, so that it is disadvantegous for me to have a low number of spells per level left. I don't see why that would be a good thing.
  17. I like the aspect of having to manage your ressources from rest to rest, so that you don't just spam out your high tier spells at everything. Here's a problem I see if I have understood the system correctly: What if I have 1 first level spell over after a fight? Can I then in the next fight only use 1 level 1 spell and have to wait for it to recharge? That seems bad. Maybe it should be more like this: You can use a fixed amount of spells in a certain level/wisdom/int/whateva per spelllevel and you get every spell back after the fight and additionally for high level spells you use up res that you gain by resting. Might be problematic when facing tough guys though... Gotta test it out to say for sure I guess.
  18. Personally I don't care for Char Customization at all and I think it can be even damaging by limiting the devs, because no matter how many variables they use, they'll never have the same freedom as when they just create the char themselves (see PS:T). What is important to me though is, that if there is customization (which seems likely), it should have a huge impact on the dialogues and no generic one size fits all dialogues. You just don't speak to a lightly equipped thief in the same way you speak with a giant muscular walking corpse with battlescars all over it's body.
  19. The writing, quests, companions, cities, music, setting, everything,... I hope for much torment in eternity!
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