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JFSOCC

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Posts posted by JFSOCC

  1. NO!: I would enjoy a desert oasis, a big one, as an option.

    Other: You can do sandship stuff, I guess, would maybe even add to the magic and flavour of the world.

    Edit: you could explore ancient ruins, find lost treasure, battle sandstorm devils that seem to come out of nowhere, sand animating to form an avatar.(maybe too much to ask?) You could have the cold night-time desert, where glowing lights in the distance maybe attracting or foreboding.

    Other: Expansion for sale. not DLC, not in this project.

  2. You don't need extensive dictionaries of arane languages, fun as it may be to those inclined, amongst I would count myself.

    What you need is consistency.

    If you're going to do an "elivish language" that's fine, make it sound like it is a real language, like arabic or swahili, people will pick up on clichéd overly florid sounding languages for elves, deep booming words for dwarves. THAT is a cliché.

    But I do believe that it is not worth the effort I think would go into such an endeavour. I'd consider it a bonus, not something essential.

  3. I have the perfect location for the stronghold.

     

    The Castle above the endless paths Megadungeon, various quests within the Dungeon can have benifits to the Keep aboves, you can tie to the two together!

     

    Out of curiousity does Stronghold replace the player house or is it in addition to it?

    each cleared level can be used? that would be an intersting thing. "I would like to build a laboratory, let's go and clear level 2". :p\

     

    Edit: would be cool if instead of a dungeon, they'd make it a floating tower. Big and dominant in the countryside, in a valley towering between the mountains, Big, and Wide, and Dominant and Scary looking. Clearing the dungeon would yield a powerful castle (the cleared out tower) which would imperiously stand over the player's realm.

     

    that would make me feel awesome. I like feeling awesome.

    • Like 1
  4. I think you know what I'm getting at.

    I've always enjoyed roleplaying sneaky characters, social during the day, busy during the night :)

     

    But travelling with a party means that the options for using stealth effectively are minimal (unless you can somehow have 6 stealthy characters ninjaing through everything)

    Stealth is usually a single person job. I like roleplaying a lot, and combat is actually one of the things I care little for.

    however, in many ways it is often unwise to avoid combat. combat gives xp, xp goooood.

    I was wondering if the team has thought of this, and what they would propose to do in order to make stealth a fun part of the game, and not a gimmick.

    Or perhaps will they do away with it entire? (I surely hope not)

     

    My suggestion would be something like having multipart missions, where you have to have a team of characters each at their own place.

    this way every character in the party gets a moment to shine. it's the stealth characters job to enter the castle through the sewers, get the the gate room and kitchen room, and poison guards (secondary) and open the gate.

     

    I enjoyed in baldurs gate II the thieves' guild tests, sort of an obstacle course for the thief, but that too is a job alone.

     

    What are your thoughts, perhaps letting a party survive on the highest character's stealth? that would bring it's own issues.

    I'm curious what ideas you may have.

    • Like 1
    • These Antagonists all had a personal attachment to you in one form or another.
    • They exist consistantly in the story of their games rawly to make your life a living hell.
    • They actually effect you by hurting friends, you and the world in ways that will all link back to the pain you suffer for them.
    • They are damned cool to look at and have memorable voice actors that leave shivers down the spine.

    Maybe it helps to express them as more general motivations

    • it's personal
    • it's actively involved
    • they're dangerous
    • they stand out, visually as well.

  5. I've mentioned them in an earlier post, but since people apparently are posting links to examples of what they like, good idea here are some of mine, by all means check them out on youtube, you can browse some of the other songs on their respective albums.

     

    http://www.youtube.com//watch?v=P4p3MXrXlO4 From Quest for Glory V

     

    http://www.youtube.com/watch?v=HO7XeUgrcdk From Beyond Good and Evil

    /watch?v=7eqMszMGUww From Bastion

    /watch?v=8eqetqwcWEo Moiety theme from Riven.

    /watch?v=qBX17HxLy_g From Guild Wars

     

    I could only post so many links so the others just have the watch code to end at the end of the youtube url.

  6. I've DM'ed alignment free pen and paper games that worked out just fine. You just have to substitute character motivation and personality. it also allows you great freedom since you can make essentially any npc into a more significant character should that deliver more interesting options for your party. Sure the inkeep "looks amenable and nice" and he might behave that way, and you don't have to go deeper. but that doesn't mean he is "lawful good" it's just an arbitrary thing that puts characters in boxes, makes stereotypes and boxes you in with them.

    stereotypes are boring and clichéd.

  7. Well I think it's not so much about the lies as it is about having their own agenda, and the protagonist's well-being might not be their biggest concern. A good story is character driven and not plot driven. If you can motivate npc actions through them having their own agendas I think you'll get a rich tapestry with plenty of lying and backstabbing that isn't immediately obvious to the player. (as it so often is.)

  8. I will be greatly disappointed if there's not some sort of talking piece of equipment to annoy me.

     

    Please no more goofy American voices from magical sidekicks. A sword that sounds like Indigo Montoya from The Princess Bride, The Narrator from Bastion, or Sir Roderick Ponce Von Fontlebottom from Jade Empire, something with personality.

    Like the sword in the Colour of Magic? "I'm magical you know!"

    "Can't fight!? don't worry, I'll make a hero out of you!" etc.

     

    anyway, mine would be

    really niche religions with ever weirder customs, like the cult of the unseen in Baldurs Gate II
  9. I'm wondering if alignments will make an appearance, they certainly have in the past with games strongly linked to DnD.

    let me be blunt, I hope not. I think it's a very poor way to characterize. "that man is acting evil because of his alignment" it's just ridiculous.

    I think you can do away with them entirely, especially if you want (as you seem to claim in the kickstarter video) to have more mature themes and dialogue.

    I think we're quite capable of seeing complex moral issues without seeing a prefix of "lawful-neutral" on a character.

     

    my two cents.

     

    Edit: sorry, apparently it was answered already. I did run a search before posting my question.

  10. There's a couple of things I worry about with strongholds.

     

    For me, the whole game could be about building something up. I'm a builder at heart.

    My biggest worry is that the Stronghold a player builds will be "upgraded" to a maximum and then lose all relevancy, except for the few quests it may offer, and the way it acts as a gold sink by adding merchants and a storage place, and little else.

     

    I would like to see upgrades with purpose and limited by choice.

    Say, for example you are a spellcasting class, you may want to construct a "wizards tower" as an upgrade. instead of having this just be a player home, you could for instance think about spells that you can only do here. (because it is a place of power, perhaps thanks to a quest that makes it so, a ritual consecrating the place needing other spellcasters, I trust in the devs imagination here) Perhaps you can choose what type of tower and super spells you can cast here. be it ressurection or powerful curse lifting and healing, or maybe it allows you to divine truths that help you solve quests. cast plague spells on an entire region... whatever, something big.

    the point is that in this example your stronghold is functional throughout the game. different classes would have different benefits and choices facing them.

     

    balancing the power of such things can be done by limiting the benefits to only be obtainable at your stronghold, or making them costly (sacrificing XP for effect?)

    this way you can also add another gold-sink to your game, without making player wealth seem arbitrary past a certain point.

     

    Edit: Also, I would enjoy it if a stronghold remained accessible throughout most of the game. That wasn't possible in Baldurs Gate: Shadows of Amn, and I found it quite a pity to lose my thieves guild because I had to leave it for a few weeks.

    • Like 2
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