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Sacred_Path

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Posts posted by Sacred_Path

  1. The theme of the game isn't very mature, all this soul stuff and rebirth and philosophy are escape mechanisms from reality.

     

    That's true for all fantasy (and gaming in general) though. I think there is room for trying to reach adult players even though there are orcs and dragons around

    I am not sure if that was a serious remark, to me it looks like a trolling attempt against religions and philosophers. Kinda ironic from someone with the name Sacred_Path

     

    Can't quite follow you there, I was simply remarking that "my fantasy is less escapist than your fantasy" is kind of a silly idea.

  2. In the r/w, civilizations have ravaged nature since the Bronze Age.

     

    With some of PE's inhabitants being at the level of Stone Age cultures, and others much more advanced, how will the environment be affected by the sentient species? Should there even be much of a "Dyrwood" left, considering the busy smithies and bustling fleets of Aedyr and Vailians?

     

    Will the approach to nature be a matter of contention among the different races? With two nature-dwelling classes, the druid and the ranger, will we get caught up in a struggle to preserve the landscape?

  3. I voted other, because

     

    1) it's a nice touch to have requirements for casting magic. It's that very primitive logic that you have to sacrifice something in order to gain something (extraordinary).

     

    2) It's so entirely gimmicky and not by any means necessary. It just adds one more component you have to take into consideration as far as balance goes. How many reagents of type x can you find or buy, how expensive etc.

    • Like 1
  4. Since guns are popular simply because they can pierce a mage's defenses, it seems that wizards don't use their magic to power furnaces. They're still of the sitting-in-a-tower, cackling variety.

     

    Guns are popular "simply" because they can pierce everyone's defenses. They're what made steel plate armor a relic of a bygone era. It wasn't until the development of synthetic fibers like kevlar that functional protection from firearms in the form of body armor came back. In the 1970s. Even then, that can only stop small-arms fire, and the impact is still roughly equivalent to being hit by a baseball bat swung by a major league hitter. Even if you're not dead, you're down for the count.

     

    Black powder firearms are of the single-shot wheellock variety. Largely considered complex curiosities, these weapons are not employed extensively by military forces. Their long reload times are considered a liability in battles against foes that are too monstrous to drop with a single volley, foes that fly or move at high speed, and foes that have the power of invisibility. Despite this, some individuals do employ firearms for one specific purpose: close range penetration of the arcane veil, a standard magical defense employed by wizards. The arcane veil is powerful, but it does not react well to the high-velocity projectiles generated by arquebuses and handguns. As a result, more wizards who previously relied on the veil and similar abjurations have turned to traditional armor for additional defense.

     

    http://www.sorcerers.net/forums/showthread.php?t=58186

     

    Not a discussion as to how closely this is resembles reality in the Late Middle Ages.

  5. I like it when an abandoned keep has been taken over and converted by enemies who don't usually build fortifications. Especially at low levels this is thrilling, when walking round a corner can be your last move if you take a crossbow bolt to the head. I also like that your entire party has to be kind of stealthy because they can't yet deal with the entire group coming down on you at once.

  6. One thing I would have thought would be great for Rangers was the idea that, instead of a 'Favoured Enemy' they got bonuses against, the instead got the ability to study enemies. Like the Witcher, they could slowly learn the weak spots of an enemy the more they fought them and the more they studied them in books and in the wild and such like.

     

    Not exactly the same idea, but I'd like to see a mythology or monster lore skill finally done right, and that could be the ranger's domain (not exactly humble woodsman stuff though). But that would require some randomization in the monsters' attributes and resistances or else this skill is moot/ useful only once/ made redundant by online monster statistics

  7. The Nameless One could wander around Sigil doing whatever for as long as he pleased because his quest was a personal one. He was made into an immortal ages upon ages ago. What's a few more days or weeks of wandering to that? That approach is a far cry from the aforementioned 'Hurry up! Irenicus is killing everyone in our city and you'll die before too much longer because you have no soul!' message sent by BG2, and a far better one, regardless of whether there wasn't any time limit in practice in either case.

     

    I liked your Star Control example (I've never played it). I think it's a good idea the situation should deteriorate at some point if you take too long.

    But the other hook is that in PE, something extraordinary (possibly cataclysmic) has already happened. The consequences of this could slowly creep into other people's lives as well. It should have an effect on the world as time goes by. That wouldn't necessarily mean the main quest is timed, but it would add a dynamic to it (possibly affecting what ending you get).

  8. There should be some timed quests, absolutely. Exploration can be curbed, yes, but it can also depend on your skill, which is a very good thing. If you employ solid strategies and manage your party well, you will need to rest less frequently and thereby save time. That's an excellent thing in and of itself. This also makes you more careful as to when you cast spells and how many of them, instead of spamming magic missiles ad nauseum until you need to rest.

  9. Yep. Like for e.g., there's this widow who is being stubborn from handing over a certain item that I need to complete my quest. I could certainly try to go into dialogue and persuade her, help her out, etc., but I also want the 'unmentioned' not-so-obvious option of just turning to hostile mode and killing her outright, or pickpocketing her, or hire mercenaries to take care of her, etc. This kind of 'freedom' to do whatever you want, and the ability to deal with ethical questions/dilemmas within yourself is what I think as 'mature' in the sense that only a 'mature' people can experience this kind of dilemmas between "self gratification" and "commitment to others" as someone above already mentioned.

     

    Speaking of choices, I liked how in IWD2 paladins could often refuse to accept rewards (well they didn't have much choice IIRC). This option should be open to everyone. It would become even better if there were randomized outcomes (like 50% chance to raise your reputation)

    • Like 1
  10. I think wildshapes and favored enemies don't have much value except for DnD nostalgia. With the priest being closer to a paladin in PE, the druid could be the principal (de)buffer. I'd like to see abilities that improve archery or their movement/ stealth outdoors. I'd like the ranger to be primarily an outdoors scout. Some basic crafting using wood would be nice for the ranger to have too.

    • Like 1
  11. It sounds like a lot at first, but OTOH it might be preferrable to have epic items all over the gameworld, rather than the players rushing to the same specific locations just for the epic loot

     

    Uh...I think everyone assumes they will be spread all over - why on earth would they not be?

     

    I was referring to the number of epic items in the game. The more there are, the more plausible it is to simply play through the game and collect what loot you come across rather than rushing to always the same few specific locations.

     

    Although I love Wizardry 8, it's an example of this done poorly. Run all the way to the first town to get an epic sword (for your level). Use said sword to grind a little, then rush to the next location to get powerful bard instrument.

     

    I do guess that "epic" should be understood in this sense - very powerful for the level you're likely on when you come across them.

  12. I just looked at the kickstarter page again, and there's going to be about 50 epic items in game at least, based on the number of pledges that got that reward tier. how does that factor in to what kind of artifacts we're going to see?

     

    It sounds like a lot at first, but OTOH it might be preferrable to have epic items all over the gameworld, rather than the players rushing to the same specific locations just for the epic loot

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