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JOG

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JOG last won the day on December 19 2012

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About JOG

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  1. Mind-twisting idea: craftsmen want to sell their own goods, and have no use for the stinky rags you pulled of that dead bandit, even a pawnshop may only promise you a 2% discount for your next purchase in exchange for that crap. Don't base player income on selling loot, and we need no street peddlers with a bottomless purse, and we also don't need to go back to the dungeon to fetch the rest of the junk that was to heavy to carry. Two problems solved with one simple solution.
  2. If by "other things" you mean "things other than puzzles", I can't agree. It's a bold thing to say that people don't want puzzles (at least for a game like P:E), and that it's better not to have them. I mean riddle mouths like in Bards Tale, the early Wizardrys, Legend of Faerghail etc. Basically sentient wall-ornamentations that ask you riddles before they let you pass. Past warscapes fought by men long dead, and treasures lost on bloodied fields, the One God lifts his thorn-crowned head, and lays a strength on friendly Answer: shields (needs to be typed in, of course, no
  3. Let me gently introduce a new word into the discussion: puzzle. Is a game an RPG if it has puzzles? Is it ok if said puzzles are independent of character skill? Is it ok if they factor in character skill somewhere? If lockpicking had a puzzle aspect to it, would that be ok? Would that game still be (gasp) an RPG? Puzzles are one thing, the riddle-mouths and sliding-puzzles of the early 80's mostly vanished when CRPGs got joinable NPCs and real conversations. And I don't think the genre lost much, when suddenly progress was blocked by other things than stone mouths asking quest
  4. Wasteland 2 will be turn-based combat heavy? A game similar to Fallout without all the 1950's silliness? Wow, sounds almost like a sequel to Wasteland. Now I'm relieved. What's the problem with "Torment" anyway, Obsidian already had a go at the storytelling premise that each partymember is tormented in some way and their paths to salvation overlap with the PC's. MotB did a great job, but was a bit short and based on a rather average base campaign (also by Obsidian) And as the panda said, who says that Avellone won't join, just like PE had "George Zeits for proper lore design" as stretc
  5. The player's job in a rpg is to choose the character's stats reasonably, so that the character *can* pick a lock when the player want's him to do so. It's like in the business world, the boss doesn't need to know anything about engineering, his job is to hire a competent engineer.
  6. Every P&P setting has a certain character level where the characters are supposed to retire and become NPCs. High level campaigns are supposed to be epic events that shake the whole gameworld, and as such they need to be rare, otherwise one could begin to wonder why the epic hordes of doom haven't conquered the world a couple of weeks ago when the heroes were still preparing to solve the local inkeeper's rat problem. I'd rather have a slow pace like in the Realms of Arcania series or the old SSI Gold box games, than a campain where you can't play half an hour without leveling up. At so
  7. Actually, most developers are amateurs when it comes to proper weapon design and combat techniques, even in the movies you rarely see a police officer or soldier handling his gun properly (in accordance with standard safety rules). For archaic weapons it's even worse, I've rarely seen a movie, let alone a game, where they actually used a sword-pommel for pommeling, instead the dagger, (short-)sword and longsword (aka 1½-hander) are all used for fencing as if they were rapiers. That said, given the perspective and on-screen size of the combatants in PE, I don't think the game will gain much
  8. Great Idea. Computer games too often have us constantly replace equipment, a weapon is a classic trademark, where others use .32 colts shotguns or SMGs, dependend on the threat they face, the true badass always sticks to "the most powerful handgun in the world".
  9. As long as there is a distinction between a pure mage, mage with sword, a warrior with magic and a pure warrior, I'm fine. It didn't really make much sense in D&D that a mage couldn't use swords because he spent half his life training magic, but a smart warrior could dual-class into a mage without too much effort. It also depends on the nature of magic/mages. Is it an applied science that indeed needs a lot of learning and practice (and causes metal allergy) or is it an innate ability and it depends on the characters training whether he becomes a professional spellcaster or a magic-sup
  10. You mean a special menu for resting? For me, the most desireable function would be assign guard - meaning you could be ambushed in sleep if you have none. Otherwise I don't think we need special camping functions, rather have random cutscenes, the dwarf bantering with the elf, everyone listening to one guy playing the flute, a NPC-couple vanishing in the bushes, etc. Talking is supposed to be possible everywhere, and repairing, tending to wounds, eating and going to the loo should happen automatically and shouldn't require player input. As I wrote, I'd rather have just enough available party m
  11. None at all. Even with a party camp you usually use your core-party. In a role playing game you rarely select squad members dependent on their specialisation. Ideally you choose the companions *you* or your character like. Outside a military / mercenary setup where the main character is the commander who deploys his squad members for the mission ahead, it makes no sense that people you obviously don't consider friends or companions still follow you. Yes, there might be a stalker NPC who simply follows you, because he/she is enamoured with the main character (or simply a pesky fan), but any
  12. Less is more when it comes up to party members. When NPCs have more character than "the mage" or "the rogue" then the NPCs won't be "obsolete" just because the player picked the same class for the main character. Part of that problem is the tactical role=function mindset, where every party needs a fighter a mage a thief and a healer. I prefer the narrative role=character approach, where a story about a bunch of guys is told. When a game has solutions for every class (or uses no class-exclusive skills to advance quests) then a more natural party setup like a squad of fighters, a band of thieves
  13. First of all they create a new set of rules specifically for the game so they ought to follow it. Never had any weapons issues in the IE games either, a fighter had tons of weapon profiency points, so you were free to use whatever setup you prefered, and frankly dual wielding was far superior to two-handed. As for weapon damage, a greatsword is a versatile polearm while the flick-knife is a brawling-distance cutting and stabbing weapon. If you ever witnessed a knife-fight, you'll know that it's rarely one stabbing the other, let alone fencing, the combatants cut each other until they d
  14. The Francisca (a throwing axe) was such a cultural weapon, like the flintlock pistol much later it was a ranged weapon that allowed melee combatants to attack on range, effectively confusing the enemy by blurring the distinction between ranged and melee combatants. It was so distinctive at that time that the weapon was named after its users (the Franks). The English Longbow is another such weapon, here it was more of a state secret than a cultural thing, not every english soldier was a longbowman, but you would have a hard time to find non-english longbowmen for a very long time. But t
  15. Actually a thieves guild works exactly like any medieval age craftsman guild: control market and competition and maintain a reputation. It's not a simple social club and also not primarly about getting jobs or education, it's about control: If you wanted to do business in your craft you joined the guild and obeyed their rules or were beaten out of the city. The Thieves' Guild is about the only form of guild that is still existing today. We call it mafia, or on a smaller scale gang, and they may call themselves by other names, but in their core they do the same any guild did. The word "mafi
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