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Tusck

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Posts posted by Tusck

  1. I hope that companions will leave you when they don't like your actions or the way your treat them or others. Hell, I even hope they can leave when just one thing makes them mad because that is exactly what happens in real life. Also, I believe they should leave without a way to get them back because it makes your decisions matter. I know that power gamers will probably just reload, but for those of us that don't power game, even if you don't roleplay, the excitement of actual consequence is awesome.

  2. I would prefer the conversation to include options for any member of your party to interupt and speak. I always hate that one person speaks and everyone else just sits there quietly. That doesnt happen in real life. It would be like the KOTOR system but instead of being a roll to win, you decide who speaks. That gives roll players options but powerlevelers can just choose the best option.

     

  3. Removing XP does not constrain player choice. If you want to kill all the guards, just to be safe, then go right ahead. I'm sure many players will do this anyway, even if they don't get XP from this. Enemies DO drop their items upon death - or at least, they should sometimes. That's more than a sufficient reward to promote mass murder.

     

    The point is, I should not be encouraged to kill people in order to level up.

     

    I agree with this. You should get exp for doing something that changes the game world, not for grinding on guards. I would say killing some mobs, like named mobs or legondary creatures should also give you exp, because that changes the world.

  4. Being evil in game without well written evil dialogue choices makes no sense. I don't think it's hard to write evil characters, what's hard is trying to pander to the "I want to kill everyone I see" group. It makes no sense to kill everyone in a story driven game. However, with this 2 big city land we are going to have, I think it's absolutely possible to write a stroy where you do kill one of the kings. This would cut you off from continuing that story line, but would give you access to a new story line based on more evil behaviors that a good character would never see. It's not hard, it's just time consuming.

  5. I generally don't kill NPCs, but I believe that each person should have that choice. But with that choice comes risk, so if you break the game because you killed someone important, that's the price you pay for murder. So you should have the choice to kill everyone, because even I sometimes want to kill a party member.

    • Like 2
  6. 1. I would like to see multiple options for stronghold locations, but once you choose yours, the rest become unavailable.

    2. Each location would have multiple "nodes" where you choose what kind of upgrade or merchant cane be placed there.

    3. I would want it to be a mini game of sorts where you choose the tax rates or what people are doing, and people can choose to leave.

    4. I would like to have the ability to accept couriers or quest givers coming to ask for help. (radiant quest mechanic)

     

    In short, I would like the stronghold to be an interactive part of the game. A place where you would want to actually spend some time.

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