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JFSOCC

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Everything posted by JFSOCC

  1. Height advantages to an isometric game? It'd be cool, but I'm not sure if that's possible
  2. Well, we're going to try this system out, but I do admit that I'm not 100% sold on it. I was really having a lot of trouble working out the wide variation in values in the original system (I made a post with the spreadsheet on the previous page) after adjusting formulae and values for weeks. If we do "go back" to the original system, it will need to include some remedies for communicating relative damage in the interface. At the high end of the DT spectrum, the decrease in damage is 90% over initial values for fast Slash/Pierce weapons, the worst of those (the fast Pierce, e.g. Stiletto) being less than 1/6th the value of the ideal weapon: the two-handed Crush (e.g. Maul). This made me think about a small worry I've had I was hoping there would be no definitive "this weapon is always better than that one" since this effectively penalizes you for choosing proficiency in weapon types which are on the **** end of the spectrum. Ever since watching the first Bourne movie, I've been impressed with Kali (I've been trying to work those videos in on the forums for ages, finally an excuse! ) So, I very much have a preference for a weapon (dagger) and it'd suck if I couldn't build a character capable of wielding it with enough skill to be effective in combat. So I was hoping you guys will consider alternatives to damage type vs armour type, perhaps with mods to the weapons themselves, perhaps some weapon related skills/feats could deny armour benefits (showing you're capable enough to focus on the more vulnerable parts of your opponents) Whatever it is you choose, I would hope that no weapon is automatically the wrong choice.
  3. it'll be a fairly free experience, but there are some "bottlenecks" which you have to go through to progress the story.
  4. I'm not opposed to grid systems, but I would like different tabs for different item types (weapons/armour;quest items;crafting ingredients;consumables;trade items;scrolls, books & other paper)
  5. If this happens, then someone didn't do his job communicating the necessary knowledge to the player, who is supposed to know anything relevant their player character knows. Well possibly. If that is the case then there should be no need for this [Lie] tag at all. only if intent is unclear "I will do this for you" "I will do this for you"
  6. The last test of a warrior trained in his martial art is to build his own weapon. Too many unknowing eyes only see the ritual, but none have understood the practical value of forging your own weapon upon completion of your training. Your own weapon is an extension of yourself. A forged katana is curved the way it enters the water, which will be in relation to the length of the arm which puts it in the water. This allows a swing to have the maximum area of the blade coming in contact with the target, making it such an ideal slashing weapon. However, an arm which does not fit the blade will find the arc of his (or her) swings to be ever so slightly off, forcing much more impact on a limited part of the blade, making it less effective and more vulnerable. After apprenticing (and doing quests for) a master weaponsmith and warrior, <playercharacter> has completed his training, he goes out on a quest to gather the materials for his blade and takes three days to forge it in the hottest furnace he can manage. Near the end it was a delicate moment, it almost failed, but, <charname> knows what blade he wants, what blade he needs, he knows this blade is part of him, an extention of him, of his character. He put his heart and mind and soul in it. No, I mean, he really put his soul in it. The blade is soul-linked with the player, and it grows in level as the player does. every second level the player can improve one of the bonuses on the blade. every 5th level, the player can add a bonus or modifier to the blade, making it more "his"(or hers) and more an extension of the way he fights. The blade is traditionally named after the first foe it defeats. imbuing it with a related (and permanent) bonus vs type. My dagger is called thieflord, after having been used to cut the throat of the leader of the thieves' guild. it conveys part of the life force it takes back to it's creator, and causes bleeding wounds which won't easily staunch.
  7. I won't demand anything, but if one of the devs is willing to do this, that's cool
  8. I vote this gets pinned too, though that would mean IndiraLightfoot should have the ability to edit her first post indefinitely.
  9. through. Sorry. Yeah, just a ear icon, which you can click on items and then a little text saying "You hear nothing out of the ordinary" or "A faint whisper reaches you from the other side of the door, as if two, maybe three men are talking softly"
  10. Right, to be replaced with the "Oh ****, I don't know what's more valuable, so I best spend 5 trips picking everything up, going to the merchant, checking it for value, selling some things which will turn out to be useful later, oh **** maybe I should keep it then. (and then it turns out you never need it) much better
  11. If this happens, then someone didn't do his job communicating the necessary knowledge to the player, who is supposed to know anything relevant their player character knows.
  12. That's something I've often come across, me backtracking and opening the same crate for the umpteenth time simply because I'm not sure.
  13. once I learned how much sugar pretty much everything has, I went over to water myself. I am convinced that I would have become a diabetic otherwise.
  14. "<Charname>'s last resort" Pistol, high damage, armour piercing. On hit, %25 chance to stun, 40% chance to slow. extremely slow firing rate (one shot per 40 seconds)
  15. List of great ideas: -Magical items are very rare, gold for consumables: ll -Loot is "branded/tagged", origin of items affect NPCs differently: l -Crafted magical items are few, unique and true achievements: ll -Temporary abstract armour degradation in combat, repairs are "automagical": ll -Armours and weapons can get "enfeebled"/"fatigued" over time, easy repair: ll And adding: -Party-members can have individual (non-party) quests in cities to showcase and challenge their personal strengths and weaknesses. l(osvir) (http://forums.obsidian.net/topic/62117-parties-in-cities/)
  16. I actually believe that infinite storage will remove a psychological barrier us packrats have had with selling stuff. I think it will end up with me carrying less, rather than more. And I consider this to be a good thing.
  17. from what I understand it's still to early to determine. But it's more likely going to be no than yes.
  18. I hope I will fight mostly sentient races. (humans, elves, dwarves, orlans, amauen etc) Hell if it were up to me we'd only have humans as a sentient race, but I can live with this. Any "monster" should not be an animal, animals usually avoid combat unless you threaten them.. Mostly, I would love to see a great deal of originality. I would enjoy it if after a while you know the way to fight certain enemies. with that I mean, like in many old games, if you saw a certain enemy, they would telegraph their attacks in a certain way, and after a while you knew how to deal with them. headcrabs =wait for jump and time crowbar swing. those zombies, shoot the headcrab controlling them. preferably with shotgun. those tongue-creatures, just pay attention and avoid them, or feed them explosives barrels. a single revolver shot would do too. Much in the same way I hope to see a diverse set of creatures each with a challenge unique to their species, but not different between members of their species (unless they are visually distinct) I want critters that swarm their attacker if you damage a single one of them, critters which ambush and immobilize you, leave you poisoned, and retreat. I would like critters which shoot poisons but stay out of range as best they can. I want more co-ordinated attacks from some creatures (goblins?) which focus on dealing a lot of damage to your weakest members first. I want strong creatures which will attack nearest enemies and can take punishment (perhaps a little magic resistance too) I want to see other creatures which focus on debuffing your party (weakness, attribute damage) but don't do much damage. I want critters which act like suicide bombers, with small health but with splash damage. I want trap laying creatures. I want creatures which actually lure you out, rather than vice versa. (one fairly low health but high defence creature retreating into a room you haven't explored, if you're dumb enough to follow, well, serves you right) I actually like to see critters which can teleport your party to split them up. I'd love to see some trickster enemies too, which make you follow them and then disappear, leaving you in a place where finding your way back, you may be accosted by creatures not present before. I think the examples I gave alone would already make for varied combat. In other words, I want variety in tactics as much as I hope to see variety in creatures. this way, encounters can be different based on creatures present. Oh, and wisps and ****. I want some happy magical critters too. And fireflies and glowworms, and other bioluminescent critters.
  19. I don't particularly care about the realism of it. Gladiatorial combat can be a fun way of honing your skills, gaining some cash/reputation, and perhaps it can help advance one or two quests as well. Just make it so that losing doesn't involve party death. But, and this is important to me, don't have a straight list of x amount of fights and then "finished" in many ways this should be a minigame which you could keep playing. I would limit xp you can get, however.
  20. how many conversations do you think there will be where you would have all options at once. Besides, you can limit it to only certain types of intents. As for colour blindness, that's a pretty good argument (though it's catering to a minority, perhaps) But there are colours which aren't part of any known colour blindness., alternatively you can use italics, bolding, or underlining, each of which helps convey intent without resorting to meta-text.
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