Everything posted by Hormalakh
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Armour & weapon designs - a plea (part II).
What if by tanning it, it loses some of its special properties? And adding rivets to it changes it structurally and is no longer as strong as it would otherwise be? Then it makes sense for that hide to stay a hide and to wear it until it rots. Then I'll think of another armor to wear.
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After replaying BG2 with "fresh eyes".
Any of you play Irenicus's dungeon with the SCSII mod? You're not allowed to rest (only once to get your mage spells), the monsters are tougher and the healing potions are just right. I loved playign that dungeon 3 times in a row because I kept dying. That made the dungeon much more fun.
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Crafting mechanics: Lessons learned from prior games?
I really like what you said here, and I hope that they do implement a system where there is more than one way to create a single item (wood + feathers + flint -> arrow, metal + wood -> arrow) AND that they utilize the same materials for different items (your flour, egg, milk, sugar example). It would severely cut down on "junk items" that you carry around. The goal then becomes for your adventurers to learn different ways of combining varying amounts of the same items to make different things. (1 wood + 1 metal -> arrow, 1 wood + 2 metal + schematic -> shoddy axe). I really like this. I think that the system utilized should maximize crafting with a minimum number of ingredients. It limits player hoarding (why would it matter if you have 60 wood pieces or 30? If you need more you go looking for it) and doesn't clutter up the inventory screen. Similarly in FO:NV, there were certain locations where you could craft, like the campsite. I think utilizing this sort of idea would also be good - I know someone was mentioning that being able to craft in a dungeon doesn't make much sense (both from a gaming perspective - you want to be prepared before going into a dungeon; and a "realism" perspective)
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Crafting mechanics: Lessons learned from prior games?
So would the people who don't like player-crafting, be ok with reusable equipment (ammunition, potions, repairing) being player-crafted with NPC-controlled crafting for higher-end equipment (armor, weapons, endurable equipment)? That way things that generally don't cost a lot (arrows are usually very very cheap is most games) can be created when the need arises, but game/economy-breaking crafting is left for the blacksmiths in the game. I really like Arcanum's crafting system. Perhaps alongside a limited player-crafting scenario, we can find schematics throughout the game world to bring to blacksmiths for them to help us create those equipment? Some smiths won't have the proper experience to do so (only a few master smiths out in the PE universe) and so they would tell us to go find a more experienced smith/apothecary/technologist/herbologist to help us. So you can make a molotov by grunging around in the trash, but that high-end 3+ sword can only be made by the best smith in Dyrwood. ----- To solve the economy issue even further, perhaps you can make player-crafted equipment generally not-sellable. The NPCs can say something like "the craftwork on this equipment is too shoddy for me to buy." Then perhaps at very high-level, end-game scenarios, there could be a perk to increase your crafting skill to "generally-acceptable for resale." So at that point, when money is no longer an issue, you can sell the arrows that you make and the potions of restore stamina just to clear up your inventory, and a small bit of change.
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World-building Mechanics
Yeah, just about any miserable f#ck you meet in your journey has a detailed diary or something like that. To be honest, it was pretty lame, IMO. NOT TRUE! SOME HAD KEYS TO DRAWERS...that had a diary in it!
- Curious: How did you play the IE games?
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World-building Mechanics
Some games even consider the fact that you kill everyone in your path and so leave items on the character that allow you to continue the main storyline without having to talk to that NPC. Arcanum does this very well.
- Crafting mechanics: Lessons learned from prior games?
- Crafting mechanics: Lessons learned from prior games?
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Crafting mechanics: Lessons learned from prior games?
So you don't think that players should craft at all? What is the difference between a blacksmith crafting and you just buying that armor from them? I can see what you mean about non-experts being able to work in a field that requires expertise, but even being able to transform non-trivial things should be an option. For example, being able to create gunpowder if given the right equipment and schematic should be possible. You might not be able to create an epic-level weapon, but I disagree that players should be unable to create anything at all.
- Idea: merge the stronghold and 2nd big city
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Inventory system
I really like the idea of pockets and packs allowing for different inventory sets. I think we all can agree that inventor space should not be unlimited, but allowing for more "cases and bags" to be utilized would be good. Perhaps you can purchase more packs or pockets so as to add items to it. I don't think that we should allow unlimited ammunition in packs however. Perhaps 90 (Baldur's Gate) was too little, but adjusting th ammo packs and not letting them be infinite should be possible. Also in BG2, they allowed for potion cases and scroll cases, I think these should be found in game and used. Key rings. These things were all very important. You might not want to start with every pocket unlocked either. Maybe you have to purchase key rings, scroll cases, and potion cases. The final thing I wanted to mention was that I really hated the case inventory screens for BG/BG2. I think if you tried to open up your scroll case, you should have the same type of inventory screen that you would for your character. I like being able to see all my items at once and being able to find items quickly without having to scroll forever. Inventory is the one place where I want to minimize my time spent playing the game. Please think of innovative design mechanisms fo ra strong inventory system. I'm begging you Obsidian.
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Crafting mechanics: Lessons learned from prior games?
The only game that I've had experience with crafting is Arcanum. I haven't played many of the new RPGs (lack of money, and honestly, these forums don't really have glowing reviews about them in any case) and so I'm not really sure how crafting has been implemented in newer games. I guess FO:NV is the only game that I wish to play and that crafting is involved in it. I haven't really read much from the devs about crafting and enchantment. Are there any mechanics specifics that someone out there can provide? I also am interested in opening up the discussion towards crafting mechanics that you guys have enjoyed in the past and that you'd like to see implemented in this game. What are some crafting elements that you've enjoyed and some that you don't think should make it into the game. From what I understand with Fallout:NV, it seems a lot of the crafting is directed at ammo creation and a few weapons, "potions". One of the crafting mechanics that I really enjoyed was Arcanum's crafting mechanic of both having to upgrade your technical skill in a field and also having to find schematics to help create new items. The fact that there were 8 fields of study made it impossible to become an expert in all the fields, and would only come in multiple replays of the game. I would like that to be done in PE as well. From what I understand with Fallout:NV you only have survival skills, explosive skills, and science skills that much matter. I'd like it to be a little more involved than that. Baldur's Gate 2 also had a nice "Cromwell's smithy" mechanic where if you found certain otherwise useless items, cromwell the blacksmith could make some legendary items for you. I never really used any of them (most of the epic items you had to kill bosses for: e.g. Holy Avenger), but that was a good mechanic too, although very much less involved. I'm not even sure you could call it crafting. Anyway, what things have you guys enjoyed in previous crafting mechanics? What would you like changed? Any interesting ideas that you think the PE team might want to explore?
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Instant Death
No, I do not enjoy slowly whiting down some boss's bloated HP reserves, better it be done quickly. Give me my save or die. A difference of opinion then. I'm sure this game will cater to both our needs. This is one case where "if I don't like it, I don't have to use it" really works.
- good and bad from Arcanum
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Instant Death
I thought it was fun. Nah I'd rather my fighters and mages wittle down his health and make it a fight worth remembering. Do you like watching sport games (if at all) where one side crushes the other in the first quarter, or a really-close game where it's anyone game? Risk can offer excitement and games should be exciting! Instadeath is good for the peons and really annoying level 1 enemies that you can't be bothered with.
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Combat barks--please use responsibly
Urgh Arcanum's is quite annoying as well. If you critical fail, you have Magnus (a companion NPC) going "Oh you're not going to defeat enemies like that...". After the 50th time hearing it, it makes me want to kill Magnus after battle.
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Instant Death
I remember beating the dragon Firkaag with two malison spells and a finger of death. That was quite unsatisfying.
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Of Magic and Muskets...
No, you're right: they can penetrate a mage's arcane veil. What we're talking about is whether mages used guns as well (or enchanted them) and what the implications are for that scenario. If guns are known as "mage-killers" then I'd doubt there be many mages who would be willing to enchant weapons that mean their own destruction.
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Of Magic and Muskets...
@PsychoBlonde I always find your thoughts very intriguing! Keep the comments coming: they're always welcome! In either case, the devs need to make sure that they have a strong explanation for things like this, regardless of whether or not we learn about them in-game.
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Some ideas for books, scrolls and bookstores
^ Right but my point was something else entirely: namely that magic changes the world in much more intricate ways than we can imagine: therefore it might not be a stretch for this world to be at the Renaissance era without a printing press.
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Some ideas for books, scrolls and bookstores
I've mentioned this before in another thread (Of Muskets and Magic) but it seems to me that whenever magic is involved, it can pretty severely hamper technical innovation. Much innovation is due to a perceived need that must have been filled. When you have magic solving those problems for you, you're less likely to create a new invention to fill that need. If you are in need of cars, but teleportation magic exists, why build something that requires much more innovation (in infrastructure, engine efficiency, fuel source, etc) and not stick with what you have? Teleportation is clean, renewable, and friendly to the environment. This message brought to you by the Green Mages ™.
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What are you playing now - the plays the thing
Arcanum.
- Update #29: Fulfillment and the Pros and Cons of Nostalgia and Realism
- Wizards wearing armor