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Sacred_Path

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Posts posted by Sacred_Path

  1. Make the mega dundeon optional (This is an absolute must). Make some of the city locations optional. I don't really see the problem here, as long as the devs don't feel the need to drag the story through every single location in the game.

     

    Let's say they make it optional, one of two things could happen:

     

    1) They make a boring dungeon. Some monsters, some puzzles, some phat lewt, but nothing that requires a building of 15 ongoing levels. With not much interesting to see and no reason to go down there story wise, it would just be a nuisance.

     

    2) They make a great, lively dungeon with different factions, their power bases, and interconnecting quests that even branch out into the surrounding countryside. In other words, they fit the entire Temple of Elemental Evil into PE. Why on Earth should that much content be optional? It will take time and resources to do this, and then you give the player no good reason to tackle this thing.

     

    In both cases, I would expect to get some very nice gear from a 15 level dungeon, which makes it harder to balance the game for someone who just followed the story or at least didn't do this stuff - that's bad IMO.

  2. No XP for combat would take all the point out of a good tatical combat system, as you'd mostly avoid combat (except for items/ gold). Of course you could make grinding required to raise your skills (Wizardry) or even for level ups by skill training (TES), but then you might just as well give XP.

     

    Sacred, would you avoid combat and instead sneak slowly around needing double the time? And miss out on the loot they have?

     

    You should take into account that to make sneaking fun the designers have to make it difficult as well. So since both methods give the same xp and both take time, the decision on your side is quite easy: You would sneak or fight depending on which is more fun. Or what you would see as appropriate.

     

    I'm not against sneaking (or other alternatives), I'm against combat not being rewarded in some tangible way.

  3. - Grumpy dwarves who are shrewd traders with axes

     

    - Tree hugging elves who are given to magic and frivolous enjoyment, also bows

     

    - Empires of enterprising humans who must make up for their short... life spans (swine!)

     

    - WIzards with starry robes, because you know that's what you'd wear to a dungeon romp

     

    - Wizards in towers

     

    - Feared and respected wizards

     

    - Characters that can be hit in the head with an axe for a prolonged period of time because they're level 12

     

    - Magic being a powerful, one-shot affair

     

    - Noble savages

     

    - Savage nobles

     

    - Sullen rangers

     

    - short folk that must always be jolly and/ or friendly

     

    - tavern wenches

     

     

    It's not that I really want to see those, but that's how I imagine them to turn out in the end.

    • Like 3
  4. They've discussed this during the Kickstarter and that's not how it will work. The dungeon will be divided into sections each made up of a few floors and the enemy power between these sections will ramp up dramatically so most people will have to leave and come back when they're stronger. Of course, the truly skilled will be able to go further if they want just like people went through Watcher's Keep before going to Spellhold in BG2, but it won't be the intended path.

     

    I'll have to wait and see the final product, but it does sound a bit meh. Unless, like I said I take the approach that time doesn't matter at all (i.e. first playthrough). I just think that giving free passage between the dungeon and the outside world means sacrificing its potential atmosphere. Also why even have a mega dungeon that you're not going to conquer in one sitting? In that case, splitting it up into 5 different dungeons wouldn't make a difference.

  5. We've had this discussion before. Do a search on the threads and you'll find this isn't a universally welcomed option.

     

    I don't expect any opinion to be universally shared here ;)

     

    TBH in a non-linear game I don't know if a megadungeon doesn't add more problems than it solves. Megadungeons are great for the "take as much time as you want" style of playing, but I'm not sure it won't be a huge hassle for Iron Man games or games against the clock.

  6. I can't come up with a favorite quest, but some quests come to mind:

     

    - Getting out of Shrouded Hills in Arcanum. There just were so many ways to accomplish it. Also, it tested the viability of your character build, especially in Hard mode.

     

    - The Planar Sphere in BG2. Again, several ways to this, and some good writing.

     

    - getting through that Dwarven mine in Realms of Arkania 2. Very atmospherically dense, and a good mix of puzzles and combat.

  7. Anyway, I fail to see how giving awards for combat is any different. Combat is a major form of gameplay; if combat is only interesting if I'm getting a reward then it's very poorly designed;

     

    I disagree. Rewards are at the very heart of the ©RPG, and there's no reason why combat should be different in that aspect.

     

    Let's take an example: chess.

     

    This would seem like what you are proposing - you get no reward other than pinning down your opponent. But:

     

    1) Not everyone's interested in chess.

     

    2) A good number of chess players get satisfaction from playing against human opponents, which you don't get here.

     

    3) RPGs that want to offer some realism/ immersion won't offer as many tactical choices as chess, because it's a strong abstraction. Instead, it's usually more satisfying to stick with the old "hero walks up to monster, hero swings sword, monster is damaged".

     

    In a CRPG especially, I want some form of acknowledgement of my actions also in combat. Gold, items, XP is often the only way to even tell that you just defeated a monster. They also reward solid skills, since you can use these resources to go on and do some more combat.

  8. When people say that fat was attractive, they're talking about slightly chubby sculptures and paintings, not what modern Americans consider "fat".

     

    Stone Age figurines depict obviously clinically obese women. Sometimes they are interpreted to be godesses, and hey, if my fat priest/ chanter walks in on a covenant of malnutritioned Orlans, they should probably be awestruck/ worship him XD

  9. I voted BG style (although it applies to some other IE games as well). The spawns could be very deadly to a low level party though, I'd appreciate the 'punishment' to be a little less in PE. Not being able to rest on city streets was a bit annoying though, it would be nice to have the option of resting in some run down slums like in Darklands, with or w/o appropriate reputation loss.

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