void_dp
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Everything posted by void_dp
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It is one time effect for first time. In next playthroughs with next characters it just will be boring aspect of all adventure, when great variative storyline lasts much longer. So why dont add to your variant some hiden quest for another ways of entering there without point of no return. And make it so that some bold but fast character simply wont find such variants.
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And how that is better than this?: HOWEVER somewhere inside the dungeon there is a point of no return (and it might be make this very clear to the player in advance). Henceforth starts the hardcore part of the dungeon, with the only way out being to go deeper. This would be similar to the Brynnlaw -> Underdark portion of BG2. Of course this should not imply a lack of opportunities to rest/restock, since deep inside the dungeon there would be small settlements for the party to interact with. Why do you want a railways to make you stay there, but not a great storyline as a driving factor for you to want go down?
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If you name that "Home base" and this "hostile enviropment city" it doesnt change the fact that BG2 had cities and sanctuaries inside that jorney. And that sanctuaries had the same impact impact on intencity of unstopable no exit adventure as exits. So it is bad example. So you said it just now, and so i simply completely got your previous point. And i say second time - I fine and agree with that. But why when it can have such sanctuary it "must have no exits"
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There is also word Paths lol, "word for a reason" goes to "exit are paths". Endless Exits - seems legit Dagerfall had teleports, if you did go to that crazy randomness without teleport you was not smart No it does not go both ways, because you way is gonna rob second side of 30% game contend, and opposite way does not rob you of game content but only of some mental points. So you simply say we need to put two cities\towns in the dungeon to have it second way? Cant complain about that, but what about "exits ruin atmosphere" opposition? O please do learn to try use correct examples :3
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You can get ominos feeling only 1st time you play. When next time you know where to go and what to do you get bored feeling of familiarity and have to play only with game mechanics. And so it is onetime-story unreplayable boring way. But absolutely right way is to play with variants of story and mechanics. Geting traped there every single play is cheap, simple and boring cliche. When my avatar goes to explore megadungeon he doesnt go there blindly to get traped every time, he does some discovery and quests to get some information and backup ways to escape in. He walks there with care and specialist to detect traps. And there can't be someone inside who wait to trap me there, it is not that kind of "my character oriented enemy" dungeon. Cause we dont have that kind of superhero character whom all everywere knows to begin with. So thats it, traping with no exit is cheap and unlogical. With Moria we're talking about your bad example of party went for NOT exploring dungeon, but fastest shortcut. And no, you cant have the large and long part of the game for yourself and your interests, cause here is me who is more important
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Because if you want to explore you go and explore. And when you are traped inside something whitout exits you dont go exploring, you go to walk throug it to get out. As simple as that. You are mistaken, to create a more epic and intense experience, you dont want to too trap people. You need great storyline that does not interfere with exits anyhow, it has to be the reason to want come back there everytime. But traping is lead to identical sensation with each try you play it.
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I think the real question is - are we need to have a 15 level dungeon "coridor disigned" and scripted with poping on the way back enemies etc, for purpose of player passing through all of it parts on the route to final. Or do we need a large dangeon complex to explore it and discover its lot of secrets? If second, then exits is definetily no obstacle to interest. I dont wand first option, i want more open game than which doesn't have one purpose mega dungeon of 25-30% gameplay time, i want more open dungeon to explore with more variants. One more thought - dungeon without exits suggests simple linear interesting story line and is not replayable for second time. Because we usually dont want replay part of storyline oriented game which is not storyline oriented and does not offer much different ways of walkthrough than class differences.
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Moria example shows the exact opposite from your point: Moria in lore had a lot of exits and enters, because it WERE a big citys. Concept of Lord of the Rings was not "1 enter 1 exit in Moria" but "A NEED to go through specific route from point A to point B". They didnt go there to explore the Moria, they went there to pass under obstacle. This quite comparable to some quest "to kill the final boss in the dungeon". You can go straight to the boss and you can go explore the large dungeon complex like moria and find exits
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Three little questions
void_dp replied to Forber's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
They are all drunk from vodka+beer and it is 4 a.m. there, so we wait ^_^ -
14 lvl megadungeon without exit like OP wants is just impossible to make without making the game with endless ammo for range weapons, spaseles backpack without weight and so on... Or without some stupid, not logical trader NPSs in the parts of it. (because it is a 14lvl dungeon after all, and not some Undeground of drows) And so that just won't gonna happen in PE
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I also remember how i was dissapointed with BG2, when clicking on everyone there didnt get me additional phrases
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Like the Obsidian Page!
void_dp replied to chisled2bone's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I also quite dont understand why facebook has only 23k likes when there are 68k bakers already. Go, register and push the button lazy people! ^_^