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Toombs

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Everything posted by Toombs

  1. I'm all for large varieties of basically everything, since the modern day principle in the creation of video games seems to be dumbing down absolutely everything. That being said I also have to say that variation only needs to be, where it has to be. Long Swords, Katanas, Scimitars and the like basically behave the same way. What kind of advantage would it be if they were separated into different categories(or skills) like curved sword, longsword and"exotic" sword? The same applies to Twohanded Swords like the Bidenhander, Claymore, Espadon, etc). Same(or at least very similar) basic principle for usage in combat. Polearms can be divided into Pole Axe (Halberd, Bardiche, Glaive, Naginata, Guan Dao, Voulge) and Spear (Pike, Ranseur, Partisan, Guisarme). Weapons in the category Pole Axe have a Blade for slashing/hacking the enemy to pieces at a distance/hit them when they are mounted and weapons in the Spear category are mainly used for Impaling enemies and getting them from the backs of their horses. Do we really need more ? As long as there is the option to choose a Talent/Feat to specialize in a specific weapon subtype, we should all be fine
  2. 1. You do realize that the fellowship was trapped in Moria because a giant Kraken-monster was waiting outside and had shut the Exit(besides the massive landslide that completely barred the door) 2. I dont see why there is a Problem to make things like Teleport Spells/Backtracking/Occasional Secret Exit Tunnels available to *everyone* if all YOU need to do to be happy is to NOT use those.
  3. 1. True 2. False 3. No sir, you have not. "Similar" Games would have been games like Baldurs Gate 1+2, Icewind Dale 1+2, Planescape Torment, Fallout 1+2. None of which have been released for Consoles. Furthermore the "demise" of promising RPG Franchises like Dragon Age and Mass Effect are ..ah whatever..have a pic
  4. Voted "For" As long as its done in a decent way, rewarding Experience to the Player via Objective based gameplay makes the second most sense(the only option "making even more sense" would be to award individual skill experience based on what skills the player is using to simulate a learning effect). There are a lot of RPGs out there and most of them have one thing in common they fail to truthfully recognize player achievements or simulate the accumulation of learning experience. For example the aforementioned degenerating gameplay, where you slaughter everyone/rest-spam for random encounters to slaughter them so you can level up - what bugs me mostly about this is the ability to gain a level by mass murdering goblins and then spend points in your sneaking/cooking/whatever skill which shouldn't be possible. The other thing is that players are often not appropriately compensated(rewarded) for things that are an accomplishment in the game-world. An example for this was something that happened to me in Vampire The Dark Ages (PnP) when i "accidentally stumbled upon Mary the Black in Constantinople and ended up fighting for my life with tooth and nails, I was lucky, used the right mixture of situational awareness, character skills and disciplines and ended up destroying her - not knowing at the time what role she would have played in the near future. And I got nothing. because according to the gamemaster the paperback rules of the Ruleset didnt have anything regarding experience rewards for history/gamechanging accomplishments like that. I felt kind of duped. When I look at Deus Ex: Human Revolution(which is a cool game, dont get me wrong!) where playing a certain way or doing certain things award you massive amounts of experience (stealthy, non-lethal takedown, hacker dude) whereas playing the game any other way will stunt your ability to fully "cyber up" your character. This is bad game design. But i feel that objective based experience rewards in PE would make more sense, as long as certain accomplishments like "Killed the Elder Lich of Raven Castle and thwarted his attempt to turn the City of Duncraig Haven into the Walking Dead" award the player the appropriate amount of experience.
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