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Sacred_Path

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Everything posted by Sacred_Path

  1. Randomization to some extent greatly increases replay value. Also metagaming. Things that happen w/o randomization: - Character builds/ concepts that are definitely, always, preferrable. You know you don't need fire resistance if there are only 10 flaming enemies in the game. This affects everything from stats and skills to gear and formations. - Knowing exactly where to go at what level - Knowing exactly what spells to memorize and when - Hunting for fixed items out of context
  2. cover in a realtime CRPG is kind of silly; always look for bushes or a tree for your wizard to hide behind. OTOH, isn't that the whole concept of a hedge wizard?
  3. I disliked how in cities in BG, it all came down to "you enter a city. You are now obliged to go into all houses that can be entered, to pickpocket NPCs and steal from ther chests". Give us either more options or more restrictions.
  4. I just tried to find the threads where there's direct dev feedback, but only got as far as the "paladins & bards" thread. I'm too tired for this ****.
  5. I think if there is shamanism in the world, the druid class should dabble in it. That's actually a much more interesting premise than "I worship nature and balance". Spirits = souls in this case.
  6. Agreed, there should be a skinny fighter and a fat female rogue. They should also harass you sexually. Both of them
  7. I strongly disagree. Realtime is for Biodrones. He should play it in turns! Maybe it's just me, but I find the thought of a drunk MCA trying to play Arcanum in realtime amusing.
  8. I dislike armor use skill because it's a bit like a shoe use skill. Some other solution would be preferable. I agree with this. Only "real" skills. No checking for 1353 different skills every 5 minutes in the game please. You have to learn how to move in armor too, what armor restricts you in what ways, how to dodge etc. If you don't have a problem with weapon skills, armor skill shouldn't be too far out. Make it one skill, and make it reduce the penalties you get from wearing armor vs. unarmored (lowered dodge skill, weapon skill, magic skill), where heavier armor inflicts greater penalties.
  9. On the map, yes please. In a journal, maybe, I can't remember any CRPGs where that would have been necessary.
  10. Statistics derived dialogue options should sometimes offer a reward. Like OE folks have said before, don't make it a no-brainer. But sometimes, you just have to hand out rewards to that character who pumped his diplomacy skill so his skill points weren't wasted. I very much liked the feature in SoZ where all your party members could chime in with their own skills and stats, and it was appropriate that you chose their answers - since otherwise, you also could have them under full control (and who didn't do that). Timed dialogue - blimey, I've never played a game that had those.And I don't think I missed out huge. I also like trains and owls
  11. I wouldn't want any innate "flashiness" to conflict with the cool visible effects you get from gear. I was quite happy with how my characters got ever more sparkly in IE games due to enchanted items.
  12. I think it's diversity that people want, not some silly agenda carried over to video games. Especially in fantasy settings where archetypes are all you often get.
  13. As you wish. On a different note, I guess PE will have way more replay value than PS:T (no offense fanboys), so I hope that you can customize and tweak your character as much was possible. I don't want to play the same bloke six times.
  14. holy **** I just saw the rats thread for the first time
  15. - befouling the gods' names has very real consequences - maces against the undead!!!1! - you wouldn't believe the things people carry in their pockets.
  16. I stand corrected That is, if you're a history student or something. If you've just read it somewhere... I have sources, too. Powerful...sources :shiftyeyes:
  17. I'd also like to see some NPCs travelling around just like we do. With two big cities, there could be the occasional caravan coming through.
  18. In medieval Germany, the church was responsible for establishing the first purity laws as to how beer should be brewed. The reason behind this was that beer used to be brewed with everything from intoxicating mushrooms and berries to ash. The ensuing loss of control of the drunk was too offensive to the authorities
  19. I like how the "don't care" option is in the lead. People seem to trust OE a lot To be honest, I'd like to see really big outdoors for once. Kudos to TES in that regard. I also enjoyed outdoor travels in the Realms of Arkania series a lot. Hunting, gathering herbs, doing alchemy, assigning guards etc. Even though often the only thing happening on a stretch of the road was the occasional animal or orc. I wouldn't mind trudging through mostly empty maps as long as there's something interesting to do.
  20. In the end, it all comes down to balance. Sneaking, diplomacy and combat should be rewarded in relativity to their difficulty. We've been told that the combat will have tactical depth, and we can take that to mean that you'll have to make use of all sorts of options during combat, especially on the harder modes. Sneaking in an IE game, OTOH, meant pressing a button. If we were talking about stealth in the vein of Thief or Deus Ex, I'd regard sneaking as equal to combat (playing a stealthy sniper was sort of easy in Deus Ex, but it required some skill). But that's probably (certainly) not going to happen in PE. Therefore, I say going through the troubles of combat should have some rewards on the side, not only if it leads to you fulfilling some quest. Obviously this is especially true if there's random combat in the game.
  21. Might as well leave out festering, brain-eating undead ancestors because it's a tad offensive XD
  22. I cited gold as a possible reward. XP only for objectives would exclude fighting with random wandering monsters (i.e. getting ambushed while you rest). That would depend on other factors too. First time through the game? I'd probably go combat heavy, because it's more obvious how you should build your characters, and I'd want to make sure that I'm not missing out on something. But in later playthroughs, if I knew that I could just as well sneak past every encounter rather than cast spells, coordinate my fighters, using potions etc. that would leave a bad taste in my mouth.
  23. In that case, there should be a 'mini' story line pertaining to the dungeon, and you have to fight/ puzzle your way to its resolution. In that case I would be ok with it. Just don't make a huge lump of content sit there like a wart on the face of the Earth that doesn't have more to offer than lewt.
  24. Not a fan of victimized heroes myself, I find endogenic motivations much more interesting and inspiring. But if I have to go with it I'd take Osvir's number 6. You could witness/ be caught in some extraordinary event, like a magical cataclysm, the ascension of a god or an epic summoning gone wrong. Only over the course of the game should you come to understand what exactly it was you witnessed.
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