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Mazhlekov

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Everything posted by Mazhlekov

  1. Rat quest is is cool idea (it keeps the tradition) I imagine such quest: Someone is missing, the quest-giver tels us the rats are responcible for this. He dont know where they are ( you must find them/ investigate) Nobody believe on this guy, people laugh on him. So you investigate, spot one rat and it run away. You follow it to an old abandoned house. Go inside and goup of rats attack you. Before to kill the last it run back in his hole. You are curious how fiew rats kan kill a man and continue investigating, you spot that the hole is much bigger for the ordinarry rat, but not enough big to make your way in. You start searching for a hidden places. You find weak place in the wall, break it. You find your self in old abandoned and sealed area, fight fiew rats and explore the place. You find a catacombs benith the house and go inside. Fight lots of rats and in the end of the location find the The queen rat. with size of a sheep You kill the beast... ( In cases you have more than 18 wisdom you will be abble to make a conversation wit the monster and to understand that it is cursed wizard (one of the best possible companions in the game) and you can probably help hem... this is other epic quest And in the end you understand that the rats are not involved in the case with the missing man. You intimidate the quest-giver and learns that they was friends and had quarreled... probably another quest...
  2. Very good idea! I will add something more, more weight means slower reactions too. So if you fight over packed on 100% you will react 2X slower
  3. Very balanced... I voted For, because most of the times when I play I find my self killing only because I need XP for the next LVL. I have an idea about the killing in the game: If we have a carma-meter and it changes only from killing/saving someone/something there will be a whole new ways of gameplay. Probably it will be possible to complete the game without a single kill and it will be a great challange with epic rewards or unique ending!
  4. I say no, to automatic regeneration at all, only long lasting regeneration by obtaining unique items or extreme high CON! Also I think it is not necessary to complicate the game mechanic with stamina stats, HP is quite enough. Better all this energy to be put in non linear and deeper story, it will bring us many more joy!!!
  5. For me the most intriguing was the areas outside of the main locations, they was playable and I was able to walk from one location to other without entering a fast travel in the main map. Something more: with this mechanics I was able to discover secret locations from rummors or just accidently. I think, this playable аreas was randomly generated. All this gave me a sense of endless and full of mysteries world. I hope to see such thing in PE.
  6. EXELENT!!! I'm on the same opinion!
  7. Problem with shop and its usefulness in mid to late game is problem of the game balance!! The functions of shops is not only this my friend, this is the place where you can refill your supplies, ask about unknown items, weapons, forging components... take a quests, make chats and learn the the news and legends... If the end of the game in some store you see a weapon that cost a half of the coins you colected in the game it will be no cheap! If the lot i the game is very limited it will solve lot of the complications with storekeepers, like in Baldurs gate 1....
  8. What do you think about the currency in the game dudes? What I would like to see: - 3 levels of monetary mechanics - 1gold = 10silver, 1silver = 100bronze in this case the currency have great value and something that cots 1Gold will be very valuable - Everything, that is possible to be bougth to cost not much money entyties - simple sword - 10 bronze, magic sword 1-10 silver, unique sword 1-10 gold My point is: if the stuff in the game cost 1 entity than 10 000, the gamers will value much more the money )
  9. I think the static view is good enough and there is one big benefit from this - all interaction objects will be adopted for only one view and synchronised with the gameplay. If there is an hiden place and it's visible from only one angle the possibility of mising it by not depending from us reasons like (4 directional view - you didn't see is from the other 3 directions) is 0%
  10. The stretch goals are just fine! For me the most important in the game is the sory, dramaturgy and the balance...
  11. I'm so excited about this new game!! The screanshot is very good, reminds me on Baldurs Gate 1... But keep in mind that extremly detailed view will be like eating only the finest chocolate, I suggest the most of the location part to be simple (elegant and with mood but simple) So you guys will acheive the effect of contrast between location and some kind the effect of surprise, example: You walk though a tundra environment with some trees around, nothing special (beautiful but simple) , and after 15-20min scouting you suddenly find a beautifull tree with different leaves, and little spring next to the tree. In this case you 1: will be surprised more than ever from the different view 2: will understand that this is something special 3: defenitely you must interact with this place... So my point is, if every scene is so detailed and mindblowing we will be overheated and you guys will lose lot of advanages I mentioned before ))) I'm big fan of RPG's and I love to create some gameplay mechanics.. I hope it will be helpful to you I'm supporting you any way I can because I Love so much the things you make! :D
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