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deamon451

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Posts posted by deamon451

  1. *whistles innocently*

     

    I don't think your fooling anyone :p

     

    He's not. Anything that fluffy and sugary is up to no good.

     

    ...says someone with

    "Rub my belly....you know you want to...give in to the temptation...and don't mind the resulting love scratches and bites." as signature

     

    scratches and bites! :o

     

    So... basically like every single cat I've ever lived with.

     

    :)

  2. *whistles innocently*

     

    I don't think your fooling anyone :p

     

    He's not. Anything that fluffy and sugary is up to no good.

     

    ...says someone with

    "Rub my belly....you know you want to...give in to the temptation...and don't mind the resulting love scratches and bites." as signature

     

    scratches and bites! :o

     

    At least people know what they are getting into with me. I don't hide what I am weremarshmallow. :)

    • Like 1
  3. Oh why not? It's not like my bank account can hate me any more at this point.

     

    Put me down as "Fluffy Wambler of the Obsidian Order".

     

    But what about my position as the only fluffy thing on the Obsidian Order? ;(

     

    Pretty sure you're the only marshmallow, if that's any consolation...

     

    I don't think that's going to last... A soon as someone bites Fluffle you'll have another weremarshmallow around...

     

    Whoa, after VICTIM bites Fluffle? Reverse weremallowism? That's.... kind of overpowered.

     

    Good point. Bring in the hot cocoa!!

  4. One concept I personally would find interesting is one or more antagonist that are created not for you but kinda by yourself or your actions. Let's be honest the usual adventurer life consists of killing, plundering, stealing and making lots of half informed self righteous decisions about other people lives. So how comes noone ever calls you out on this? All this people you kill had noone in the world that cared about them? Or for example having choosen to let someone die to save several other people never upset someone?

    I think it would offer lot of potential for interesting storylines and reflection about your actions to see whose lives you not only saved, but who had to suffer because of what you did and what you decided.

     

    Now that would be cool. How about doing something "good" and having it result in a minor antagonist spending time making your life miserible. No good deed goes unpunished :)

  5. It's funny you should mention the Transcendent One (TTO). Torment was very much about a personal journey, TTO wasn't revealed till the endgame IIRC and the game didn't suffer from that at all.n In fact I would argue that having an antagonist at all is kinda cliche. Of course Kotor 2 had several and that worked out pretty awesome as well..

     

    Considering that a good portion of Torment you were battling against past lives of yourself and their actions, the argument could be made that you were both the hero and the villian w/ personal reason to hate.

    • Like 1
  6. Yes, well, unfortunately, the Forgotten Realms is not a very well articulated world in terms of its thematic drives, so at times you get contradicting signals from the designers who created it. Generally, the idea is that subvering the gods is bad / futile. But because of the need to publish new material, FR designers have a habit of having these 'times of trouble' in which all the laws go kablunk.

     

    Sales are falling!!! Quick release the new rules revision!!!

  7. Secondly - if i kill a dragon - it might be in quest, it might be my objective - but i can meet the dragon without noticing that he is dangerous for local tribe and by defeating him i will gain experience.

     

    And thereby still completeing, while unknown to you, the objective.

     

    Does it matter what we call it if the experience is the same regardless?

  8. If someone wants to just explore or roleplay a character that kills bandits, why not reward that style? Such a style should not be the optimal path, but it should still count as a path.

    How ironic that you use playstyles as an argument against, when objective based xp allows for the most flexibility in that regard.

     

    Leave "dealing with the bandits" as objective.

    Deal with them how you please (kill/intimidate/enslave/charm/etc).

    Receive xp.

     

    Now the question is how to implement this. Someone find a Developer!!!

  9. This game is supposed to be similar to the IE games. That means exp for killing things.

     

    I was under the impression that an IE game had a epic plot, great characters, cool art, and tacical battles that call for more than pressing the same button over and over again rather than the internal mechanics of xp gathering.

     

    Remember that Bioware created the IE engine and that Black Isle ran with it for IWD 1/2 and PS:T so the underlying kills for xp engine was legacy.

  10. The problem is that we don't know how OE is going to implement a quest only XP system. If we have a random encounter is it considered a quest? If so is killing everything and talking your way out of it valid options with both awarding the same amount of XP?

     

    OE need to take some time and explain in as much detail as they have in some sort of design document on what their vision is for the XP system and give us some examples of how it will work. We are currently lacking a lot of information.

  11. Interesting idea. The fundamental problem IMO with CRPGs is the inability to do on the fly calculations for XP. PnP games give it at the end of the session and makes modifications based on what happened. Killed the monster: 500xp, talked around it: 500xp, found a away around it then backtracked to kill it: 500zp . In CRPGs its harder to do this and results in giving XP for quests, kills, etc. because you can't determine during programing time what the player will do. Any system that would allow more flexible XP awards would be welcome, I just don't know how easy it would be to implement such a system and/or make it mod friendly.

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