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Hormalakh

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Everything posted by Hormalakh

  1. This thread puts my ageism thread to shame Now we're going to have 20 year-old fat guys in the game, but no 70 year-old skinny guys. What's the deal?
  2. Completely fine by me. Ageism is the new discrimination anyway. If they don't force an age, players can play any age they want and create any number of reasons why that player is starting his journey this late in life.
  3. don't railroad my character by forcing an age on him. That's just dumb. Would you like it if you were forced to play a human only character? Why would they force an age? Not everyone wants to be young. I'd rather be old. The young ones are loud and obnoxious. I hate those kinds of people. *hrmpph* darn young whippersnappers.
  4. Huh that's weird. I always thought that women never age over 21. So I'm not really sure how it's physiologically possible for you to ever become age 50.
  5. If its difficult, don't put it in. That's all I'm asking. Don't force my character to be a certain age, I can write that into his biography myself.
  6. Well some of us start trying out new things a little later in life. Maybe he had something strange happen to him at age 30 or 40 and his life changed. Now he's got to go out and adventure. Mages supposedly study their whole lifes reading tomes just to learn a few spells. Why is it that it takes the elves 150 years to learn Magic Missle at level 1, but my young whippersnapper age 20 human learns it in oh about 2 months.
  7. Yes, what this tells me is that if the devs give us constraints on the topic, tell us what they've thought, and give us some questions to consider, we can get a good discussion going and trying to problem-solve. You're basically crowdsourcing design problems. That's a really good way to get player feedback and some innovative ideas.
  8. I don't care much for age as a stat, but if it's going to be in the game, just do it right.
  9. If age is incorporated into this game, can we have some sort of random 20-40% of lifespan roll for the age? I hate it that everytime I play a game, my character is a young adult at age 20 (if human) that is starting out his adventures with little or no wisdom. Then if my character's portrait looks like the dude is 60, I just have to ignore the fact that the number says 20. And obviously, by the time the game is over at most 5-6 years have passed. So now he's 25-26. But he still looks like he's 30-40 or even 60. Please I beg you, stop it with the young adventurers. Some of us are older adventurers. Or don't implement age.
  10. The only guns I need are these *points to his arms*. In any case, good luck working with rogues and brigands who'll end up one day using your enchanted equipment against you and get away without having to pay. The greatest weapons can be found in tomes, not in tinkering with these toys you call technological innovations.
  11. Maybe in a future game, but not one with such a limited budget and a learning curve. I doubt most artists and devs have worked with this technology and it would take away too much time just to get up and running. They have experience with the tools that they have now, and changing technologies is not an easy task.
  12. If I were a mage and guns were known as "mage-killers" I would not enchant them. Not only that, I'd fry every last bugger who came to me asking for an enchantment on their mage-killer.
  13. They did this in Arcanum: small, normal, large. I hated it mainly because I couldn't ever find the right armor drop with the right size even at Blacksmiths. It was interesting though.
  14. 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.
  15. 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.
  16. 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)
  17. 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.
  18. 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!
  19. I wonder how many people would still continue to pause if the hotkeys and shortcut keys for spell usage was remotely good in the IE games. I think it would become more action based.
  20. 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.
  21. Similarly, in Arcanum making bullets is probably the most common item I craft, along with healing salves. The armors are also nice, but I can understand wanting a blacksmith to do that for you.
  22. So I want to know for people who played FO:NV. Did you guys not like that sort of crafting mechanism?
  23. 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.
  24. Crafting mechanics? Anyone have thoughts?

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