Everything posted by JFSOCC
- Sara Kestelman
- Let's talk about the economy.
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Power of classes (Realism vs. Filling unlimited power)
edit nvm.
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Josh Sawyer: Balance and Utility
My experience is mixed MMORPG and normal western RPG's. JRPG's I don't care for so much. I don't care about combat much in games. for me role playing games is about the role playing. That said. I do understand that you want to make every class have something to contribute. I don't think doing that for combat is a bad idea. I do think it's a bad idea if you have to wring yourself through some weird shaped spaces in order to achieve that. I'm ok with some characters being less effective in combat. But that doesn't mean they shouldn't be able to do anything interesting or useful. If my rogue can do something interesting in combat, I think that will only add to my enjoyment of the character.
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Illusion Magic & Mog Dance
anything that can be used as a tool for a creative mind, I like.
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Situational utility of combat skills and equipment
I tend to be a timmy. I build my strategies on what I can know, which is myself, not on what might happen (the enemy) that means that I tend to pick few situational skills or abiities. Hell, if I can pick a passive ability over an activated one, that's what I usually go for. If you have situational skills, I'd best be getting plenty of opportunities to benefit from them for me to consider them worthwhile to take along.
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Power of classes (Realism vs. Filling unlimited power)
I don;t mind being powerful, but not because of innate ability, but rather through what I have built up during the game. Political power, faction backing etc.
- Josh Sawyer: Balance and Utility
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What kind of puzzles do you enjoy? (if any)
I enjoy puzzles that rely on your observation. My favourite is probably from Riven, where you see objects that vaguely look like eyes in walls. when you look at them from a certain perspective, they represent an animal. (you can hear their animal call too, and since some of these animals can be found on the islands, you can eventually figure out which call belongs to which animal, the animals whose call you haven;t heard can be found by process of elimination. When you later come across a room with many stones with animals depicted on them, you can figure out which stones to press. Another example for riven is a dark tunnel, where if close a door you find it's more or less a switch. things behind other things which means you have to rely on observation too. Now many of Riven's puzzles were based on perspective and clearly the top-down isometric games are going to have to have different challenges. But I don't mind some silent puzzles that don't appear in your journal till you've solved them which rely heavily on observing and joining the dots together. And those who don't have the intellect to solve the puzzles, well, they might fail to recognise there was a puzzle at all so they won't miss it. Edit: and should they be determined, they can always use the internet to cheat.
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Riddles, Puzzles, Tests: No Multiple Choice, Fill in the Blanks Instead
What I don't understand, why isn't the game allowed to require some intelligence from you the player? isn't it ultimately to challenge and engage the player. the Player Character is my avatar. but I as player will always figure out some things that my character might not. Me supplementing my abilities to my character engages me and pulls me it. If every single thing is done with checks, am I still playing the game, or is it a simulator where I get relegated only to picking character traits which I feel will help my avatar best? Doesn't that create extra distance? Perhaps (not going to happen) we should do away with intelligence and wisdom as traits and let the player substitute his own mental prowess?
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Anti-Trap Mechanics & Player vs Dungeon
that's not what was said.What was said was (and it was an example, not yet certain if it's going to be in game) that if you had a skill check, and you missed it by a margin, there should be some way to compensate for that margin. so if you have a skill of 45 is lockpicking, and the lock is 55 you might be able to pick it with 10 lockpicks (possible example) that doesn't mean that it you'd be able to do it with 20 at 35 skill, because the margin would be bigger and it might be too much. Clearly if your lockpick skill is high enough that you exceed the difficulty, no extra items would be needed.
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Level Cap
I'm ok with levels caps if my character feels finished when I reach it. Meaning that I'm satisfied with the powers, skills and abilities I've gotten and don't feel like I've missed some things that I really wanted to add.
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Let's talk about the economy.
they tried a dynamic economy in Guild Wars, this led to some items being worth a **** ton, and all the rest was worth practically nothing. was interesting to see prices spike for certain items when a new area opened up and some crafting materials suddenly had purpose. but altogether I think the player's contributions, at least before they have a stronghold, shouldn't be big enough to affect the larger economy.
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The Role of Rogues?
I play my rogue characters as an "Agent" IE a professional spy/saboteur.
- Crime, brawling, and reputation
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Sawyerism and High-Level Design
Your argument is one I get. I don;t want the game dumbed down. but the most uninteresting part of games, looking at spreadsheets (basically) seeing the stats could be significantly improved. because let's face it to hit armor class 0 was a dumbass convoluted concept, that would have been much easier to understand is 20 and below was red, 10 and below was oramge and 0 was green -5 would be blue and I dunno -10 (if you could even achieve that) would be purple. If strength 9-0 was red, 10 was yellow, 11-14 green 15-18 blue and anything over 19 purple. You quickly learn. red=really bad orange= still pretty bad yellow= not good, not bad green= good blue= fantastic purple= AWESOME. You would still show the numbers but now you'd also be able to see what could use improvement at a glance.
- Apocalypse Predictions
- Movies You've Seen Recently
- What you did today
- Sawyerism and High-Level Design
- Movies You've Seen Recently
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The Role of Rogues?
this and only this is why I think the rogue should be a debuffer. not because I'm a particular fan of playing my rogue that way, but because if you want all classes to be viable in combat (as I believe I read somewhere the intent is) you best have something fun and tactical for the rogue to do.Once the rogue has a role in combat other than just the backstab/sneak attack, you can re-imagine the class and it's purpose.
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Sawyerism Distilled - an interview with Josh Sawyer at Iron Tower Studio
that's what I'm saying
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What do you guys expect from the Chanters?
or the prose edda
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Sawyerism Distilled - an interview with Josh Sawyer at Iron Tower Studio
but you can play without the medic, in any IE game running around without someone to heal you is highly unpractical