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.Leif.

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Everything posted by .Leif.

  1. Given PE is an Isometric game I don't take issue with the idea that some important killings have different animations than other attacks. I don't want a GTA/Deus:Ex style execution camera though. Those get really old fast.
  2. Yes please. This^ I feel that specialization choices for every class would further add incentive to replay the game and try different sub-classes. It could be a great replacement for Multi-classes if executed well enough.
  3. I selected the Wizard because I'm really skeptical of the grimoire system and I want to see what they'll be doing to make that system feel worthwhile. Otherwise I want to see the reach-classes explained in greater depth so we can see what makes the classes beyond the core four tick.
  4. 10 bucks says someone will hop in to yell "that's racist!" That does lead into interesting questions about other 'races' being inherently anything one way or another. What prevents the Orcs from establishing a stable society? Why are the Orlan so scattered? Are Godtouched destined to embrace the ethos of their ancestors?
  5. I'd say let abilities relating to undead be mostly restricted to folks who follow a God or ethos especially linked to Undead. If your God is one of those that strongly opposes Necromancy and Undeath, you should get strong combat bonuses and passive resistances. If your Deity commands you to honor your unliving ancestors through word and deed might be able to conjure great grandfather so-and-so. I feel the Roguelike Stone-Soup handles this subject rather well. Your foul Lord may demand that you let no enemy corpse go to waste, raising all you slay as mindless servants. Let Priests (and Druids) be well enough balanced for whatever specialty to make divergent paths rewarding. The Pathfinder Paladin approach is the appropriate. This isn't Dungeons and Dragons (It's D&D inspired). Let's de-couple command/turn undead from the Priest class and make it a more powerful specialty ability.
  6. Don't make stat requirements for classes. Let me play a human (or Orc, or Amumua) chanter with 9 charisma. Let my mage specialize in battle-axes
  7. I hope there are different styles of castle stronghold to be constructed with variable amounts of defenses. One play-through I may feel like a gargantuan heavily fortified sturdy Gothic Citadel with liberal use of heads on spikes, another I may want a small keep deep in the woods near a brook and a henge.
  8. * 1st Should Economy cost more on higher difficulty? All in all, yes. I think the change from easy to difficult should effect the economics on a scale of magnitude. The harder the game-setting the more volatile the game's economy (during appropriate periods) should be. On realism mode you'll simply be nickeled and dimed for a lot of things that other RPGs don't make you economize, such as Wizard spell components, food and fortress logistics. * 2nd Adventurer's Hall also included? While I don't think it should have any more of a drastic effect on the Adventurer's hall, it should also be apart of the economy/difficulty scale. * 3rd Adventurer's Hall "Off" on Hardcore? No. In a game without resurrection I may find myself running out of valiant young fools willing to die for some baubles and delusions of honor. Make me pay for everyone in my party and charge me a significantly larger amount at higher levels. * 4th Why should Economy be affected by higher difficulty? For me it's a matter of depth of challenges. In far too many games difficulty is narrowed down to the attack damage, Armor Class and Hit points of an enemy. Making my party think about feeding themselves in addition to building the keep and saving the kingdom/prince/princess/world adds immersion to the role-playing experience. Jsawyer's mod for FONV improves gameplay significantly.
  9. Magic is impressive, but now MINSC leads! SWORDS FOR EVERYONE! I love Minsc. He's easily one of my favorite characters from the BG series. Perhaps it's because I played BG 2 before 1 so I couldn't imagine a game without him, but he's who I usually go with. He was many troupes in one; barbarian yokel from the east, questing warrior in the service of a lady, dullard do-gooder. No other character can be more Minsc than Minsc, so we should leave him to the BG series where he belongs. We will see him perhaps in BG 3 (should that ever manifest). Obsidian Entertainment should out-do themselves on these 8 ( or 12, or 15) companions. We can all expect compelling companions. Agelastos's idea of a Edmund Blackadder-esque mage sounds great. Someone a bit between Xan and Edwin, more optimistic than Xan and less malevolent than Edwin. Perhaps the Drow-like Mage they've shown will fill this role. The dude on the left. If Minsc is to be referenced just let it be a squeak from a hamster. That's enough. We'll know.
  10. A Flamberge would always be nice to see included. Especially if it's magically enchanted with fire. A good old Orc-Double-Axe would be nice. There may or may not be Orcs, but that shouldn't stop Obsidian from bringing back everyone's favorite over-sized Orcish weapon. And finally a JRPG sized No-Dachi made out of demon bones wielded by a zen-like Troll monk.
  11. Example names for each race and culture might give the player a better hint as to what sort of cultural-aesthetic a particular civilization has. Also It'd be nice if the game manual was comparable to the Baldur's Gate manual. That thing was quite nearly a 2nd Edition player's handbook.
  12. I saw something in an interview recently with Totalbiscut that apparently the player house might be upgraded to your fortress, which I believe is news.
  13. Zombie Butler. Oh you want to be so independent and brave and not obey your orders? Well you're dead now. Permanently. But now you'll obey my every command. Empty the chamber pots! Tend the Grounds! Feed the Weresharks!
  14. I would like to see both dismemberment and major gore. Something about making a goblin explode because I crit with my claymore makes me happy. A healthy variety of death-positions and animations would be nice too. There are more than one way to react to getting your head lopped off. A written description of what caused you to die and how dignified (or butchered) your corpse is would be memorable when you play through on Ironman and your favorite PC dies.
  15. I have a feeling this is how they'll differentiate between the various Human and Elven factions. Being Elf, Dwarf or Orc-blooded could be just another template.
  16. I would really like to see Obsidian's take on Star-Spawn (Mind-Flayers).
  17. Having a showdown on the top of a Ziggurat carved on the side of a mountain would be pretty epic. A 'lively' Necropolis city would be interesting with a clan structure all it's own and corruption and crime problems.The Wicked ones never really die. Encountering a vibrant mushroom forest in the underdark can be deadly. The paralyzing spores and the giant insects that roam the area make adventures think twice before entering. The Dwarven clan Beardhammer reside in their fortress like they always have, yet after the cave-in they lost access to the surface but for one giant door. This door was locked in panic during a siege of Orcs and Goblins. The Lava-pipes did their deadly job but sealed many exits with molten rock and caused the cave-in. Generations have gone by and the Dwarves, unable to open the door, have degenerated into violent cannibals. They breed dogs for meat and they forage for fungus in the caves below. Sometimes they manage to slay a giant insect of the cave but those raids take a terrible toll on the desperate hunters. Recently whole patrols have been going missing. Everything changes when the adventurers find a way to open their Front Gate. Fighting off Father Dagon, a Kraken, an Aboleth or some other unspeakable sea-horror while on a pirate-ship would be a memorable encounter. To be among the last of the crew with their (relative) sanity as the rest of the crew writhes on the upper deck from the agony and terror. To stumble upon a Death-Cult residing in the hallowed-out skull of gargantuan Mega-beast would be pretty brutal. A whole macabre economy might spring up from harvesting the materials found growing in and around the site. This would be a perfect place to fight an arch-lich. Being entertained by the Lord of Madness in his masked court in lost Cracosa could prove interesting. Unable to leave the chaotic plane unless you play the part of a party guest and the host is sufficiently amused. If Lich-Dragons are featured in the game it would make sense to find one (or a few) in a Dragon-Bone Garden. At the end of their lives Dragons seem to always make a journey to one of these sites considered holy to them. An especially foul Necro-Dragon could await them and ensnare their souls to use as bargaining chips in devious plots. Baldur's Gate 2 had some amazingly fleshed-out slums and I would like PE to copy that energy in both of their large cities. Being able to make a difference (for good or ill) in a community helps the player feel like the they have agency in the world. You could stamp out poverty or become a Slumlord. Somewhere out in the wilderness the rejects from the Royal Magic academy make their camp. Wild rituals and dark sacraments can be heard on the winds nearby. Even the nearby flora and fauna have been warped by their dark magics. It is rumored they are led by a Demon-blooded Wild-Mage with a cruel sense of humor. Deep in the Forests the Druid glades offer refuge for nature spirits and the people of the woods to heal and recuperate. All peaceful folk are welcome to reside in the shade of the Obsidian megalith. Yet recently a thick fog has begun to sweep over the Forest-floor as the elders talk of foul hags gathering marauders for bloody conquest of the Glade.
  18. How about making Orcs more like Orogs. Large, gray and cunning. They don't usually raid too far from their underground compounds for fear of being caught in the daylight. Contrary to common depictions of Orcs (Warcraft, Warhammer, LotR) they are far too wise to blindly throw themselves at enemy compounds. I think their (comparative) natural intelligence makes them the perfect choice for the noble savages of the Under-Relm. Their smithing skill would be widely respected among the beast-folk. I shudder at the thought of a horde of Orogs armed with Thunder-sticks. (Orogs, much like Orcs, probably love the Dakka). Someone has to keep the Drow, the Aboleths and the Flayers in check, right? look at this badass Let my PC be one of those ^
  19. I just hope I don't have to use Paypall to upgrade my pledge.
  20. I vote Forton be a Drunken Master. He should get combat bonuses from imbibing alcohol.
  21. So what would you folks like to encounter when you stumble upon a ruined city out in the wilderness? One of my favorite troupes has to be the Death-cult residing in ancient ruins preforming horrible rituals for their fiendish deities. Players can choose to charge in with spell and sword ready or kill of a few guards and sneak in wearing their robes. They better not waste time though, or the horrible ritual to summon [insert elder God here] the Eater of Worlds! I'm really thinking somewhere between Col. Kurtz and Temple of Doom here. Another possible fun encounter would be a Necropolis in some foggy bog. Forgotten by nations and time, a lonely city deep in the marsh toils tirelessly to endure the harsh surroundings as the rotting peasants mend the defenses. Ruled by an arbitrary lich, the lifeless peasants and guards live life as they have for centuries. Raids for fresh 'subjects' are infrequent but bloody. The nearby hamlets of the living speak in hushed tones about the masses of lifeless warriors gathering deep in the marshlands. Lastly another sort of ruin encounter I would like to see is ruins inhabited by some new colony of another culture. I'm thinking of the surface Drow who dwell in Myth Drannor or the Forsworn of Skyrim in the tombs of the Dragur. Old architecture juxtaposed with another group's order makes for interesting areas. Perhaps the Mad lord of the bandits of the Black-woods declares himself King of lost Carcosa. What if the forgotten inhabitants of the city awaken to find their old homes occupied by strangers?
  22. To most foes Critial hits should be fatal. Like when my archer aims for the enemy mage's yarbles.
  23. I really hope Shapechanging isn't central to the Druid class, leave that to the Berserkers. Or at least make shapeshifting a sub-class or prestige class based ability. When playing D&D I rarely if ever changed shape as a Druid. Really I guess I just don't like a lot of how Druids are typically depicted in Dungeons and Dragons. When I think of the Druid I think of the powerful and well-educated healer/hermit. I think of the hedge shaman who communes with the spirits of the woods. One of the worst parts about D&D Druids is this constant mantra of balance. Sure to a certain extent it should be apart of the philosophy of the Druids but to use it as the be-all-end-all of description of their ethos does them a great injustice.
  24. Orcs need to be featured as a playable race. I would really like to make 'Nazgob the Nasty' my Orc Sorcerer in PE.
  25. I don't mind if respecing is in the game, just don't put it in hardcore mode.
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