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JFSOCC

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Everything posted by JFSOCC

  1. I like dualist gods in my fiction. Gods of both creation and destruction, life and death, Lies and truth. Secrets and knowledge. Light and shadow. you get the gist. I have more trouble believing someone would worship a god of lies, in the hope his lies won't be seen, than someone who worships a god of truth and lies. after all, if the truth comes out despite him preferring it didn't, well, the god of truth and lies decide to go with the truth this time.
  2. With the no-fetch quest topic, I thought maybe we can frame this in a way so we can all think about what we would like, as well as what we don't like. I would also maybe see if we can categorize them. I'll start My favourite quest was in Baldurs' Gate II, an investigation quest that made me search out someone who killed and skinned people. I enjoyed it because I had to work out myself al the way to the end. It was challenging, it was multi-part, it wasn't a chore, and it was fairly unique among quests. It also played out differently based on how you had prepared yourself, meaning that it mattered to think about the quest and not follow from point A to B and just experience the ride. As for the Categories that I can think of, there are. Fetch Quests (steal priceless artifact by stealth, or go over there and just barge in and take his head; gather these resources so I can craft this magic weapon) Straight up "go there and kill X" Escort missions (NPC X must survive) investigation missions (as per example) Diplomacy missions (convince X to do Y) Exploration quests (often seen as "please locate my probably dead relative") Rumours are always true, which by the way, is a terribly lame trope. "It is said that at the top of that volcano there are treasures, but ach, it's probably just a rumour" nope. never is. you know that no story is ever false. Puzzles and riddles and obstacle courses. there are probably a few more, so feel free to suggest more, I'll add them to the list.
  3. Repeatable quests have two big weaknesses that I can identify 1. They encourage grind. 2. The become a boring chore. If Obsidian can put in repeatable quests that don;t play exactly the same every time (how do you script that?) but stay varied in how the play out And make those quests to be entertaining in their own right, regardless of completion, then I wouldn't be opposed to seeing a few.
  4. I'll tear my eyes out and join the beholder at his right side. I would enjoy little cults getting bigger throughout the game. maybe that's a bit too much to wish for. the list of things "wouldn't that be wonderful" is limitless.
  5. Do let us hear some of what you're working on, every so often during the development process! If I can hum a tune in anticipation life will be good
  6. I just like to say that while I am a big stronghold fan, I agree that it should be optional. As much as I know *I* will enjoy building, upgrading and roleplaying around my Stronghold, not everyone cares for it, and the game doesn't need a stronghold in Everyone's campaign. I enjoyed the suggestion I read earlier that you could sell your Stronghold. (maybe if you tire of it.) Perhaps the price you command for it depends on how much you put into it, I don't know... I do hope that a lot of love will go into the feature, but optional is fine with me.
  7. merge with this: http://forums.obsidian.net/topic/61510-whats-everyone-looking-for-in-strongholds/ ?
  8. if it's going to be only 8, I had better enjoy the company of most of them.
  9. Well part of the save scumming thread discussion went into this, so I'll give my more general attitude: I believe that while a game shouldn't be forceful in what experience you have, it is allowed to encourage behaviour, under the condition that it is a game-design choice that improves gameplay. lots of caveats. but it bears repeating also, that this is phenomenally hard to do in a subtle and non-coercive way.
  10. truth that's what I am saying Quite the contrary, I'm a big fan of Ethics, and if you think Nietzsche was about absolute values then you fail to understand him. many people do, unfortunately. (the Nazis first and foremost) I don't think the ends justify the means, but consequentialist reasoning will go further than a mere "the greater good"(oh how I hate that sentence. it reminds me of that scene in hot fuzz...Consequentialism is the idea that the world that results is better off than before. I don;t believe that harming children and raping them will bring a better world.
  11. Absolutely. Ideally, failure should not mean less story but a different story. why is that quote attributed to me?
  12. only because of people who shrug their shoulders and go "that's the way of the world"
  13. I would say you skipped school the day when they taught you the difference between fact and opinion.
  14. Where does the information come from? I didn't think there would be just 8 companions to choose from...
  15. My comments in red.And yes, I see your point. in this sense I agree with you. but I don't need pointed out to me that they are bad. I can use my own ethics to decide what I find good or bad. My fear is an infantile version of good vs evil. (well not really, I doubt Obsidian would do that) There is no universal classification of what is good and evil, that's the point.
  16. I trust enough in Obsidian that I'm not afraid that will happen. However if you disagree with something, arguing why you disagree is much better than saying "OmG NO this is DUMB" I know we all fall to that temptation sometimes, but it should be avoided.
  17. @norolim I think the issue is that not all cirticism is constructive, and sometimes ideas are shot down when they are just that, ideas. More than just discussion, I also think we can be as a source of inspiration. The Devs might not copy our ideas directly, but it might spark something in their minds that they can work with. also, no opinion is wrong, but often, they are poorly expressed. Not everyone knows exactly what they want to communicate or how to communicate it. If you start negative feedback because someone puts something down you disagree with, I think you're missing the point. Someone might say he wants xp for kills (or not) to use a recent discussion. personally I think what that person might really want to convey is a fear that combat becomes irrelevant to progression. In this sense, I think discussion should include alternatives or constructive critisism, possibly compromise. Saying "Your idea is wrong and you suck" doesn't help anyone. because majority held positions don't have to be right (or wrong), I feel it is more useful to discuss ideas posited, than tallying those who are for or against an idea.
  18. Unique abilities, weapons, single use items that have unusual and interesting function. Something more than the simple Damage, heal, buff, debuff. but rather functional features which can be used creatively and tactically.
  19. Creative use of potions so they are more tactical in use? A potion that marks the spot you drink it, and another that teleports you back? Invisibility potions. Potions that can make you forget. (thrown as weapon can reset an encounter if npc's fail a will save, since they forgot you were fighting them, or convince someone to drink it. drinking it yourself allows you to reset some level up?) potions that let you see through obstacles (great for checking out traps, or the next room) A potion that allows you to see hidden messages in certain books or your surroundings (maybe a lot of work to fill the game with uses for that one) or see cloaked characters (imagine that there's a questline from people that you just happened to see because you were using this potion in a city. would be a cool hidden thing you could come across) I suppose quite a few of these have to do with getting you information you wouldn't otherwise have, so sort of scrying. A potion which allows you to pass through some solid object (also difficult to implement without breaking the game, or making it extremely situational) Etherealness is used in DnD, and only specific weapons can then hurt you, so I suppose it would be useful in combat as well. just spitballing some ideas here.
  20. As far as I'm concerned, if you can't fail, there is no challenge. So quest failure (particularly of sidequests) should be possible. many people will reload anyway.
  21. "they do it because they enjoy it." is a motivation other than "because it is bad haha" Serial rapists, might be sick rather than deliberately harming others, or they may enjoy the feeling of power over others (which most of us will view as evil) but a rhetorician who can sway masses might also do so for enjoying power over others. Joseph Kony wanted to create his own state, and thought creating a child-army would be the way to do it. Did the pope who called for the children's crusade to the holy land think himself evil? There was a great deal of orphans and poor that got to attempt something for the benefit of all Christianity there. even with them sold to slavers (as historians believe is the most likely end to that particular episode) might have been an income for the church, and a way to get rid of unwanted people. You and I might find that evil, because we judge based on our morals and ethics: I believe that if an action harms others strictly for my benefit, that is evil. But that is just not the only way to look at things. The pope got his money, the slavers theirs too, distant lands got a larger labourer force (and those exotic white slaves) and Medieval Europe got rid of people it could not support. I can see how some wouldn't even consider it evil. As long as these views are subjective you cannot accept the absolute. Maybe it's because I am a fan of Nietzsche (most misunderstood philosopher of all time) But I am no fan of absolutism. it's 1-track thinking. Me, I prefer consequentialist thinking over categorical thinking.
  22. agreed, the render was pretty nice. but that's just the one image.
  23. yet another poll that presents a false choice or a loaded question (or even answer) but I'll bite. I would enjoy the feel of a Baldurs Gate game, that said I prefer it if Project Eternity doesn't use the other games as a crutch and finds it's own style. As for my favourite game, I don't think I have a single favourite. Yes, Baldurs Gate II, but as much as I love RPG's I also play other games. Personally I really enjoyed Beyond Good and Evil, Riven and the other Myst games (save for Revelation), Bastion and Team Fortress 2, as well as the Thief Games. Knights of the Old republic II holds a special place in my heart. (liked it better than the first) I've been addicted to the first guild wars, not because it was a particularly good MMO, but because I enjoyed playing it with a group of friends. I've also spent a lot of time playing Warcraft II and III, and the first Commandos games. I just play a lot of computer games. I do terribly miss the good old RPGs though.

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