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Hellfell

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Everything posted by Hellfell

  1. I'd like to answer my own question and let you know my vision of loot system done right in an RPG like Project Eternity. Witcher 1-2, Deus Ex and some other RPGs have restricted loot because of a setting, circumstances and game design. The witcher doesn't need to loot weapons nor armor because he is a fixed character with certain profession and priorities. It doesn't make sense for him to loot items that are useless for him. Skyrim had "full loot" because of the nature of the game. We played our characters in a way we wanted. Our characters were not fixed or restricted by background or priorities. The exploration theme of skyrim driven by the concept of "free loot, loot everywhere". This loot provided a feel of reward to the player. I think that PE has elements of both types of games so I feel that Project Eternity needs a completely free but balanced loot system. Let me explain: - Only useful stuff is lootable. We shouldn't be able to pick up useless cheap trash vendor items like cups and whatnot. But such loot as gems, rings and other valuables should be available because I think it is logical for adventurers to want such things. - We should be able to loot everything that fallen enemies have on them: weapons, armor, gold, consumables if the enemy is human/other playable race. If the enemy is not one of the playable races, then we can loot weapons, body parts, organs for crafting or selling. - in order to avoid situations like having 20 suits of armor in the inventory, the weight and value of armor and weapons should be balanced in a way that prevents players from collecting all loot they come across. Ideally, players will want to collect only upgrades or sidegrades and leave heavy but cheap stuff behind.
  2. I was thinking about finishing moves and the game called Dishonored came to mind. In that FPS game, you can fight with a sword and make finishing moves. So these finishers are so fast that they take as much time as normal swing to execute yet they look gorgeous. So in PE if a normal attack is 1 second long, a finishing move should also be 1 second long to avoid clunkiness and unresponsiveness.
  3. I'm very excited that Project Eternity is going to be a 2.5d classic RPG. Yet nowadays, after so many beautiful games released, I found myself struggling to replay old school RPGs like Infinity games. I know that gameplay and story are crucial parts of an RPG, but presentation and graphics are also very important. The devs released an environmental screenshot and I think they nailed this part. But I'm a bit worried about the 3d models and animations. Fluid combat moves and rich character models will make this game a modern and technological yet classic RPG. Here are the things I'd like to see in this game: - good-looking combat. Blocks and dodges and parries like in first Neverwinter Nights. Impactful strikes. I believe this will make combat not only tactical but also fun and rewarding to watch. - finisher moves (DAO style). Im sure this is huge for emotional impact of combat. Nothing is better than pierce an enemy with a sword and kick him from it with a splat of blood (mwhaha). Or backstabbing rouge who finishes an enemy from behind. I think now is the right time to implement such things. - nice character models. Yes, we will see character from distance yet it is still important to see polished models of pcs and npcs and their clothes/armor. What I expect is different hairstyles and colors, maybe tattoos. It would be incredible to be able to choose body shape like bulky and strong or slim and agile. I don't say that obsidian should throw all the money they have on presentation but I'm sure they can find enough money to make combat feel great!
  4. IE games had a biography tab. Maybe PE will have something like that with biography generated depending on your character creation choices.
  5. Magic is really difficult to do in isometric RPGs. I'd rather cut it than have terrible and awkward memorizing/sleeping to cast spells gameplay. If you don't like it feel free not to have any stealth characters. It wasn't ever mandatory. Insulting other people in your own thread is not a good way to promote discussion. Bye.
  6. Stealth is very difficult to do right in isometric RPGs. I'd rather cut it than have terrible and awkward sneaking in the daylight gameplay.
  7. I plan to play on a hardcore difficulty with 1 save and perma death. When one of my companions dies I won't be able to load a save so I will have to use adventurers hall.
  8. We should have a reason to return to the stronghold! That's all I care about.
  9. They definitely can. Elder scrolls high levels are like 2+ meters tall.
  10. Id like to see elves being identical to humans in terms of height but with tendency towards agility and grace rather than strength. I think the constitution of ballet dancers and ice skaters should be the baseline for female and male elven bodies. No body or facial hair is also ok for elves. Anyway, it's just my opinion.
  11. this is hot and appropriate. I would gladly find out what's beneath these layers of leather and steel.
  12. Personally, the best possible thing that can ever happen to an RPG game is to exclude Humans from it! This race is so boring and the image of "the youngest and expansive race that became the most numerous and now every other race has to live with them" rapidly gets old. Im yet to see an RPG without those pesky individuals
  13. The power gaming is okay but there shouldn't be only one obvious path to progress the most. In deus ex HR the only way to get most experience is to hack everything. I don't like hacking but if I want the most xp I just have to hack. That is what I do not want to see.
  14. I think the best way to do it is to depict different societies within the game world having different reactions to gender relations. Eg elves live in a society where both genders are completely equal - both males and females can be warriors, archers and whatnot. The you have humans who have different opinions. And dwarves who think that males are superior and females should stay home. Something like that.
  15. I find it funny that there is a tag "HOT" attached to this thread and the romance thread
  16. I would like to hear more of this concept. Afaik in Baldur's gates and Icewind dales you could take everything the enemies had on them. And I agree that we shouldn't be able to take useless things like candlesticks.
  17. The problem arises when a male character equip "full plate" armor and it looks like that, but when a female equips the same "full plate" it suddenly changes to a plate bra and panties. I want such difficult issues as racism, minority abuse, drugs, injustice, double standards and all sorts of mature themes to be present in the game. But I don't want any ridiculous and nonsensical things that could make the game a joke.
  18. I'm pretty sure that some mercenary woman who kills for money won't wear a fur thong and an iron bra when on mission and it doesn't matter if it is fantasy setting or not. The topic is not about feminism or sexism or white knights but common sense.
  19. Loot is an important aspect of all RPG games. It is a material reward for player's efforts as opposed to XP which is a statistical reward. We acquire loot through quest rewards, exploring world, crafting, containers, stealing and dealing with enemies. There are several types of looting dead enemies present in RPGs: 1. Loot you gain from the enemy is not connected To that enemy. This is prominent in ARPGs and MMOs where you can get gold from dead animals or a piece of armor from some demon monster. 2. Loot is connected to the enemy but restricted. You gain gold or potions or ammo from humanoid enemies, crafting materials from monsters, but you can't loot their weapons or armor (witcher 1-2, deus ex) 3. You can loot everything that an enemy possessed including weapons and/or armor, gold and all the items that the enemy had. From monsters you get crafting materials, hides, alchemy materials. You get the idea. This system was present in TES games like Skyrim and some IE games - Baldur's Gate 1-2. Icewind Dale. So the question is - what system is more appropriate for Project Eternity? What kind of loot system would you like to see in this RPG and Why?
  20. In P:E, if I go to a "pleasure house", I want female npcs there to look like prostitutes and be sexy because it makes sense. If I go and fight a group of mercenaries, i want female mercenary enemies to look like fighters. That's what I expect to see in P:E. this
  21. Greetings. I would like to touch this issue because a lot of modern video games tend to oversexualize female characters. Iron bikinis and latex-like outfits don't really enhance the gaming experience in any possible way. Also, it is embarrassing to kill female enemies that are overly exposed (forsworn half naked bandits in skyrim for example). Finally, it can be weird from a setting standpoint. Female enemies should absolutely be present alongside female companions, but the visual presentation of both types has to make sense in the world and in the lore. I just hope that obsidian will find a fine balance regarding female characters.
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