Jump to content

redneckdevil

Members
  • Posts

    1036
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by redneckdevil

  1. Im gonna say first off, finally a decent poll. i voted quests, quest section, exploration, and special boss/scenarios. im still iffy about exploration and i may delete it because i really cant thinknof a reason for it to be there of u are gonna be rewarded with special boss/scenario and/or loot so i think i will delete that. traps/lockpicking...no. as much as i am enjoying no combat exp in this game, i think trap/lock exp would be totally worse. Because then u feel "cheated" if u unlock/disabled it instead of using it against ya or feel compelled to have someone specced in that for the sole reason of that extra exp. Basically same boat if not worse than combat exp imho.
  2. Tbh one thing i have been thinking is to not make class abilities very good right off the bat. Make them something thats noticeable but nothing "excellent". Then design the feats around class abilities along with feats not related to class abilities. Of course the feats designed around class abilities shouldnt be designed for "ONE" specific ability but can be something broad such as a feat that for ex. "Whenever u use an ability that does damage over time, this feat extends it by 1 sec." Course thats problemly a bad example. This would basically be like strengthening a certain part of the role of a class and id even go so far as to make feats uptainable at the level u unlock them such as pulling out my butt level 2, those feats u see are only uptainable at that level. Now to do this u would need a big selection of feats, but this would make selecting ur feats much more important instead of "mmm i really like these 2 feats but i will select one now and then next time i will select the next one" deal. If the feats are good and varied, would instill different playthrus with same class and each class feeling different. Would also if done right do away with "must have" feats that all ur classes would have because there would be a consequence and losing out of certain feats because they are locked at that certain level. Take it or leave it, i like specialization and being forced to pick certains things without a safety net of always i can chose this one at a later level type thing.
  3. Sweet googly moogly, will definitly be following this.
  4. Mmmm to the OP i dunno. Tbh it seems more of a meta thing and seems to let the player know certain things before they should such as ambushes or the sweet spot of agro range. Tbh i think something simple thats toggleable be able to tell the player they are now in combat if they chose to. Maybe something simple such as battle music that can be turned on or off. Comes on as soon as party is in the process of being attacked or starting to attack something. Bam ambiant music turns to something else player knows they in combat. Dont want to know ur in combat, toggle it off and more likely to be ambushed or have less meta knowledge on if ur being attacked or not.
  5. Well since i havent used pause since ive found the Slow Mode buttons and Speed Up buttons, im gonna have to disagree and say SMwRT
  6. I do have a question for you and no sarcasm, im asking because i have followed ur threads and want to know something. Take away the multiplier woukd the rogues still be broken? The dmg they are doing then, if still high, is still considered broken because the rogues usually in pnp are usually subpar compared to ther classes and we are basing that off rogues history of being subpar and now they are actual dmg dealers above their history in pnp? Would u consider without the multipliers and their ability to take down npcs quickly place them in an almost "glass cannon" state since rogues seem to have high survivability due to things dying quicker? I know they have a very nice escape ability but i think its only limited to once an encounter? With that being used up and with tbeir lower dmg, would it place them back in the "subpar" category or glass cannon category or still very viable?
  7. You live and you learn ctn2003 I am also thankful that OE is listening to us but also able to filter what they can take. I wouldnt want everything on these forums added into the game because someone wants it this way or that. I backed them so they could make their vision into a videogame and i want them to listen to us when we give advice on how to make their vision better and im thankful they remain focused on their vision and have accepted our advice in places.
  8. 1-yes i do care about it. Hell i loved finding stuff in fonv that the actual guide book didnt even give hints about. 2-id rather have quality but in the end i believe we are getting both. Take skyrim for example, tonsssss of stuff to do in that game but nothing actually matters or effects the game world u live in. Its just there for the illusion of busy work. Im tired of that. I also like an actual ending so i can begin again and try new things out and go a different path which ties into point 1. Also i will disagree with right now they are focusing on quality. It shows through the art work, dialogue, and id dare say the reworking of the atributes. 3-again i disagree with quantity and i believe they are focusing on quality. You are correct focusing on quantity over quality leads to that and i gave an example of skyrim to show a game that indeed goes that route, bute have yet to see anything so far in the beta to lead me down the belief that u have. 4-so far from what i have played and something alot of people on the forums can agree with surprisingly is that each class feels different so yes they have already proven and shown they are capable of those many classes and not being simple archtypes 5-umm they are actually focusing on quality again and i have given a few examples of where. Class designs, artwork, dialogue, etc. Now ive given examples to show why i believe they are focusing on quality, where are your examples of them not focusing on quality and instead focusing on quantity?? 6-lol i am enjoying those tears of yours ) they have stated from the very beginning that this a STORY focused game which means there is a plot u will follow. Their quality has not dropped but are actually high. Your quality of posts and accusations all to get attention are severly lacking. There. I know u are a basement troll and i have just given you a meal by giving you attention by answering ur points. While i know a troll will regenerate when u cut them down or take them apart, trolls can starve to death. So this was the last straw, ive giving u a lil bit of attention and will now lock that basement door which u live in screaming and trolling for attention by putting you on ignore. Eventually enough people will stop feeding you and u will waste away by posting ur very poorly flame bait and wonder why no one is responding and giving you attention because they will have u on ignore. So fare well, this will be the last time i see your drivel for attention.
  9. Sigh, each time preaching waving bait around and people still get suckered in to bite lol. Yes i hope they make a profit off this game because i want sequels and expandsions and dlcs ) just give me good content for me to throw money at )
  10. Happy late birthday Chris!
  11. You obviously don't know about mods. Hehehe ow god i dunno wanna remember what my game file memory was like before i uninstalled it lol. Texture mods, eating mods, armor and weapon mods, requiem, dialogue fix mods, patches, quest fix mods, interesting npcs, guild modification mods, etc etc etc. skyrim was the game i had to basically redo with mods to enjoy lol. i have this conversation many of times and tbh if people enjoy skyrim, good for you and i mean thatbwith no sarcasm. It just doesnt do it for me. Started with oblivion then skyrim then morrowind. Skyrim imho is a game to roleplay inside ur head while the actual game doesnt respond to ur roleplaying whatsoever. Plus i put more on writing, pacing, culture, and being able to fail as well as being told no in my games. so while people have the right to enjoy skyrim, i have the right to not enjoy it and continue playing and being mesmerized by morrowind and its wonder alien world, great writing and pacing, the atmosphere and culture that seeps into every pore of the game, and enjoy failing and being told no im not good enough so that when i do succeed it feels so much better and more rewarding )
  12. Tyvm for this. Was an excellent read.
  13. I like them. It can speed up combat on both sides.
  14. So far im really loving the package and the writing and looks and feel is amazing to me. Im in love with it warts and all. I know the writing is gonna be fantastic from their past games and even the lil glipse we see in the beta. Love the character creation as well even though i still make pirates after pirates lmao.
  15. Main problem with skyrim is that there are no nakid nords full of bloodlust ready to go battle in their birthday suits and the guns they were born with. Plus writing, streamlining, and the removal of alot of things as well.
  16. Mmmm so many. Im gonna say atributes. So far i dont see a dump stat on all my characters anymore which is a great thing. some of the talents are very nice. Ill post more once i get down and dirty with it later.
  17. I will say this though, i do not like bleedthru. Either have it stop the dmg completely or whats supposed to do or not. I know its there to make it easier for players but i dont like the bleedthru mechanic. It seems like it defeats the purpose of having the whole DT/DR thing.
  18. Eh from fonv it seems like its better when both are going at same time instead of one or the other. DR by itself can do some wonky things where it really shines for higher dmg but lower dmg stays roughly the same. Crab does 1 dmg and a monster does 100 dmg, if u have 85% DR the monster is only doing 15 points of dmg but that crab is still doing 1 point of dmg. You are better protected against the monster but u are still as protected against the crab with 0 DR as u are with 85% DR. thats where dt comes in. The DT fixes the short comings of the DR while DR fixes the short comings of DT. in fixing the problem with DR, for example that crab that does 1 dmg would now not be doing ANY dmg because even though its uneffected by DR because of its low dmg, the DT steps in a blocks the low amount of dmg the crab did before its even applied the DR. in fixing the problem with DT is i would say more inline with balance and/or appearance. What i mean is that with DT u have to guesstimate/predict the range of damage the between the low highs and the high higher dmg (aka low highs being the highest dmg a nondmg focus build is gonna be able to output and high high is what a dmg focus build is gonna be able to roughly do all on average) and then plan with that in mind. With very high dts only u will start to encounter situations where ur frontliners arent breaking a sweat but 1 hit to a nonfrontliner will end up with a instant death because the encounters are designed around "intimindating" the high DT wearers and the way to intimidate them is to be able to bypass that DT. I guess long story short. nothing but DR u will encounter wonky situations where low lvl enemies will still be doing same amount of dmg later ingame with much better armor whereas the heavy hitters will be the noticeable ones. nothing but DT and it becomes where lower encounters are negated completely and high level encounters will be the only challenging ones but will come with the price of non high DT with very low survivability. having both DR and DT means that its a mix between both. Instead of just having only both ends of the spectrum be damaging or only high end only, the DR/DT combo puts it near the middle where more things will be challenging across the levels but the challenge wont be as high. Hope this makes sense and hopfully someone with better wording can explain it better than me.
  19. Ok im reading through and alot of people are using my favorite game as a reference to dlc=expansion packs in fonv. This isnt exactly true. Fonv had both expansion packs AND dlc. Expansion packs were Dead Money (best damn expansion ever imho), owb, hh, and lr. The dlc was....gun runners arsenal. That dlc added a ****load of weapons and i think armor(?) into the game. It was cheap and added more fun to the game. So i voted both because if done right they EACH have a place in the game. we all know games that have done expansion packs very well and to me fonv did expansion AND dlc packs very well also. So fonv shows that having both isnt bad IF its done right. Also about dlcs only. I present to you killing floor. The game has tons of dlcs of where u buy different characters and new weapons and such. Its totally fine and worth buying to alot of people if they want. Reason is they got the math right. One is that u do not need the dlcs whatsoever to complete or have with the game. Second and i believe is most important, is that the company who makes the game gives away free maps and free holiday events and tools to create ur own maps which are accessed by all just by buying the base game. Its one of those situations where ur getting so much stuff for free that the dlcs are simply there to add more fun to the game while helping to further support the company. So even dlcs can be done right as well BUT i will say that a majority of the practice has been done terrible. I was just simply pointing out that dlcs are not "full blown wrong/evil every shape and form" and that sometimes dlcs can be welcomed and nice to have.
  20. Playing Morrowind atm and created a new character named Thom the Bard. Going with WoT influence but have Thom as a younger version of himself but basically in rands position and see him learn and become entrenched in the game of houses in morrowind using no armor, daggers and throwing knives, and his wits to manipulate people into doing what he needs done. So far its been very entertaining when trying to talk ur way out or sneak by instead of just slash slash away at everything. Gave him illusion for the calm spell. I have never had this many people still alive in dungeons ever lmao. I still dunno what im gonna do about how he will deal with Dagoth Ur and the Tribuneral. Will he side with his reincarnates friend, side with those who betrayed him for the sake of all, or just lay to rest everybody and walk away. Ill let the character figure it out whenever he comes across it.
  21. Ok im tired and sleepy but is this an actual cover? If so is it out yet for me to buy?
  22. Once they implement enemy npcs that are range making their targets focused more on range first would show range that con is useful. Meaning archers would target the party members that are hanging back than close up and initially npcs would go after buffers/healers before being agro'd by the front line tanks.
  23. It sounds pretty crappy to me and would go against their no bad builds ethos. It would pretty much be a trap. I still say they should fix the bug (since its dumb; no real pirate would hold on to his pistol for the duration of a battle after he has fired his shot). Again, they can mechanically implement the style through the existing quick weapon slot system and some quick draw like talents for switching between one handed melee or ranged weapons when nothing is in the offhand. How exactly would this be a bad build? How wouldthis stop you from completing the game? Now remember the "no bad builds" wasnt that every build will be good, the "no bad builds" would mean u could beat the game with any build. Not that that this build isnt as damaging as another build. roleplaying aspects i wouldnt care if there was a minus, u would start the combat out strong and with style and then slash away screaming YARR! This shouldnt be considered a bug at all, what they should consider is trying to reload and getting stuck in the animation in combat the bug, not the ability to duel weild a pistol and sabre.
  24. While i do believe text is better for flexiblilty than VO in writing and adding on material and what not, i dont believe VO is necessarily a bad thing either. Yes it can be detrimental to the players immersion and interfere with a players fun or roleplay if the actor is crappy, writing is terrible, options are limited, tone or dialect is bad, etc etc but the same can be said of text as well if options are limited, writing is bad and/or doesnt fit, etc etc. when done well, both text and VA can be great and enhance the quality of the game and the players reaction just like how both if done bad can degrade the quality of the game and the players reaction as well. Text though i will agree does have some bonuses against VA. 1. Its more easy in being flexible. Say base game is done and alreaey have the VA for it but an dlc/expansion comes along and interacts with a part of the base game, its easier with text to have npcs react, talk, be integrated in the base game with text than with VA because with text u coukd just rewrite or add in some texts and be done while with VA u have to rehire the same actor and bring them in for the lines. Etc etc. 2. Imagination. When reading the text the npc has the voice of whatever we chose for said person while with VA we are already shown what the npc sounds like. Without VA a npc over the course of many gamers will have several different voices thanks to imagination but with VA everybody gets the same voice. Now im not saying this is always best because there are times i was introduced to a new sound of voice instead of the limited selection in my head. So im just listing this as overall. 3. Price. Its cheaper to add a few writen lines than to pay someone to voice those lines. Now since i stated where text is better, as far as execution both ways IF done well can enhance the players gameplay experience.
×
×
  • Create New...