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Ralewyn

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Everything posted by Ralewyn

  1. While I found bloodied mechanics interesting in 4E, and this would offer good feedback, you have to consider that this is one or even potentially multiple animation sets added to nearly every creature in the game, which is a rather daunting task. "wounded idle" is one thing, but for it to really look right you may have to have a "wounded limp, wounded swing, wounded punch" etc. It adds up very quickly unless your animator can make it look right transitioning from the idle state to any other animation, which takes time. There's a reason DOTA 2 is the only MOBA that does this, and also happe
  2. It would be trivial to code, but it's less a matter of programming implementation and more a matter of UI design. Sure, it can just be tiny numbers in the corner, but those are still tiny numbers that take up some amount of screen real estate--however slight--that are not related to the actual game in any way. This makes for something extra to account for in designing and actually making the art assets for it all for something that doesn't have an impact on the game. If it was telling the game-world time, however, this would be a different story. Besides, what cell phone doesn't have a clo
  3. A release date is anything but arbitrary. Release dates exist because money runs dry. A single programmer makes somewhere around $70,000 a year at Obsidian, and this is roughly the industry standard. Every single person on this project has a five or even six-figure salary, likely greater than $40,000 and Obsidian has over 100 employees. Costs add up. Very quickly. Sure there's no publisher in this equation that can get tired of incurring losses and force a game to ship so they can profit, but now Obsidian only has $4,000,000 to work with. If that dries up during development there are going to
  4. I absolutely love--and I mean love the way Fallout and Planescape: Torment handle attributes. Where the attribute scores are highly significant and core to who your character is, what your character does and how your character solves problems. Where you can make some kind of genetic mutant right from the get-go that's min/maxed to hell and back and still manages to keep the game interesting all the same while making you feel like the choices you made at chargen really and truly mattered every step of the way. I love the progression where gains are slow and plodding if any but each point counts
  5. I know I've always had issues with consumable items in RPGs, and always end up compulsively hoarding them for 'when I'll need them,' which more often than not turns out to be never. In that regard, while I'd like to see something new and exciting done with holdout consumables if the players don't want that then hey, I'll just pawn my consumables in Project Eternity like I do in Planescape: Torment. 600 copper is big money for something I'm never gonna' use. I think much of the issue with modern consumable design comes down to a bloating of variety. Skyrim's a strong example of this--near h
  6. Oh, something just occurred to me. Having someone to come back to was always a motivator for me in these games. Gave a warm fuzzy feeling in most cases. I trust Obsidian's writing staff to be able to write a proper, organic romance that isn't annoying. I'm playing through Planescape: Torment for the first time right now, and though I suppose it's not the mechanically-defined romance we're used to in the modern RPG I'm finding a lot of the interactions with Annah hilarious. Granted, this is partially because since I know it has no mechanical basis I know it's no big deal that she's being catty
  7. I don't really have anything meaningful to say regarding sex or romance. But as far as bro-mance goes, I want at least one character I can be genuine friends with. Though I'm aware not necessarily all of these characters end up likable for everybody, I like characters that you can have a genuinely healthy dynamic with, even if some of it is imagined. Khelgar and Morte come to mind as examples. People who through your interactions you can imagine your character sharing a beer with when this is all over. People who aren't following you because you're the hero of legend, but because they're y
  8. I'm not necessarily trying to argue that there's absolutely no merit in Vancian magic, if that's what it seems like then that's my bad. I've just never liked the sort of gameplay that Vancian magic often promotes in games I've used it.
  9. [Apologies if this topic should be posted elsewhere, this was the best place I could think of for it.] I've been noticing a rather disturbing trend on this forum as of late when it comes to discussions on Project Eternity, and I figure somebody should probably bring it up. Now, I understand we all care very deeply about the success of this project and a lot of us are expecting Project Eternity to be the grand glorious return to the golden age of yore. However, a lot of people have very different and often conflicting ideas on what will make this project successful, as is obvious in the
  10. I'd like to bring up New Vegas' prolific list of hair and facial hair options, all majestic and complete with ridiculous names.
  11. Vancian system does't do anything of that. It's encounter balance, enemy numbers and how reconnaissance is handled in game which affects player's knowledge of how he should fill the slots. Even then, there is no problem whatsoever in creating a multipurposed set of spells. Noone forces you to memorise three fireballs, when you can memorise Fireball, Haste and Dispel Magic instead. Actually, that *is* a whole point of strategy there - balancing a battle unit (and party is a battle unit) to be multi-purposeful and able to handle what game/DM throws at them. Which means making decisions, and ei
  12. I personally despise Vancian magic for being un-intuitive, unsatisfying, and requiring heavy amounts of bookkeeping, but most of all I despise it because Vancian magic demands the player make choices about their abilities for situations they have little to no information of. A choice that isn't informed in a game isn't a choice and it isn't fun or satisfying, it's just annoying. Vancian magic explicitly punishes players for not knowing what the game is going to throw at them in a given dungeon or on a given adventure where unless they're reloading a save or using a guide they shouldn't know ex
  13. I've always loved the idea of crafting systems in RPGs, but never really the implementation. There are a scant few games I could name where I actually enjoyed and was engaged with the crafting system. I'm less concerned with what it makes and more concerned with how it's made. People keep mentioning New Vegas, and though I'll admit I never bothered with ammunition crafting, as much as I love New Vegas its crafting system is the exact sort of crafting system I despise in games. I hate crafting systems that involve you having to hunt for pages upon pages of unique components and reagents tha
  14. Because it was the name I came up with at 6 AM after finishing Dishonored and I thought it was a nice name at the time before I'd actually written my post. If you take offense to this name I apologize.
  15. Second, I recognize that the primary people who care about a rogue's backstab/sneak attack are going to be people who play those characters. Other people, who tend to play other classes as their primary characters, likely won't feel too strongly about it simply because they normally don't benefit a whole lot from the sneak attack ability anyhow. They probably mostly control their own character and casters in combat, and find it tedious to position a rogue to maximize their damage output. That's fine.** I think you should be able to make your rogue the way you think he/she ought to be. I am
  16. I just want to make this clear: I'm not necessarily advocating the ability to play a full-pacifist playthrough, nor am I debating the ethics and wisdom of a character just knocking out everyone they have to fight. I am also absolutely not pushing for the stealth and nonlethal takedown mechanics from modern console stealth games and shooter/RPG hybrids to be ripped off wholesale and imported into an IE-styled cRPG, that would be absurd. All I'm asking for here is the ability to define what level of force is actually necessary when I have to use it, even if the difference between killing a d
  17. I prefer to solve my problems without fighting, so this is a little biased, but... I've never kept a rogue or rogue-similar class in my party in any western RPG because I wanted sustained DPS, and I only ever played a rogue to be a super cool ninja when I was a pre-teen. Rogues-as-DPS has just never seemed very mechanically engaging to me for two reasons. One: DPS rogues are supposed to fill out the role of being flip-out-and-kill-people ninjas without actually having any of the style or flavor of flip-out-and-kill-people-ninjas. Two: I've never found stealth mechanics in pure western RPG
  18. I understand that this may not exactly be something this forum might have a taste for, but these guys are alumni of my school and I'd really like to see them succeed, so if you dig flying cars and intense action, you might want to check out Distance, by some of the guys who made Nitronic Rush: http://www.kickstarter.com/projects/1857884659/distance-a-next-generation-arcade-racer
  19. This one might be a little goofy, but here goes: I love the nonlethal approach. I explicitly try to kill as few things as I possibly can whenever I have a realistic nonlethal option for dispatching enemies in games, and I feel the highest vindication whenever the game, world or characters reacts to those actions. These options are common across many shooter/FPS hybrids--Deus Ex, Dishonored, Alpha Protocol, etc. But after recently finishing Dishonored it occurred to me that I'd never seen this option in any Infinity Engine RPGs or really any pure Western RPGs that I could think of a
  20. I coughed up $50 at launch for Alpha Protocol, and you know what? I didn't regret it. It's not a perfect game, I have my complaints--bosses balanced against stealth characters for one. But I genuinely enjoyed the core stealth gameplay as well as the character progression and how all the powers worked. I have fond memories of streaming it once and making a Michael "The Bear" Thorton--a giant murdermachine in a lumberjack beard, trucker hat and sunglasses that was dropped fist-first into the most dangerous places on earth. From there he would run screaming angrily through crowds of terrorists an
  21. I believe there are two ways to make a very strong and compelling antagonist. 1. Make them believe they're Right, and make them Right on some level. I was harping on this in another thread to an extent earlier, but I find every faction in New Vegas to serve as its own compelling antagonist. Sure, some of them are skewed more towards seeming morally good or evil, but they all consistently think that what they're doing is best for rebuilding society, and these reasons all make sense to some extent depending on your worldview, at least enough that you can understand why people would believe
  22. Honestly given the option I would prefer a lot more choices like the ones featured in Fallout: New Vegas, particularly which faction you side with in the ending. We have the ability to deliver more complicated narratives in games now where moral and ethical dilemmas can be shades of grey rather than black and white without it being really ham-handed or forced. Caesar's Legion could be considered objectively morally evil, but their philosophy was something that could be understood and made sense as to why people would follow it, and they all thought they were doing what was Right. On the ot
  23. I recall an update stating characters would have a Stamina and Health score, where the Stamina is your immediate HP from fight to fight and Health is overall how you're doing long-term. This suggests to me that Obsidian's looking into a rest system more along the lines of 4th edition D&D, in which you have two different types of rest: A Short Rest of 5 minutes that replenishes some of your resources--spells, abilities, health, etc. and an Extended Rest lasting several hours that replenishes all of your resources. The short rest has diminishing returns until you take an extended rest, s
  24. Seems like quite the controversial topic here. We all have seen this sort of progression system perform quite admirably in a very specific subgenre of RPG--the FPS hybrid. This includes the System Shock series, Deus Ex, and of course Bloodlines--a personal favorite. However, this does not necessarily mean objective-based character progression will go off without a hitch. To my knowledge, Project Eternity is going to have its basis in D&D 3.x rules, which features level progression, while all the games mentioned above featured point-buy progression systems. The other more obvious differ
  25. Recording actual video wouldn't be the way to go here for a myriad of reasons already discussed, but this feature is entirely possible. The common implementation of this sort of system is to (and I'm very roughly paraphrasing here) record all of the events or 'messages' sent around the game logic over a certain period of time and save them. This includes both what they are and what data they contain. Essentially, every time the user hits a button, or a character attacks, or a physics object collides, or whatever sort of event the developer wants to immediately announce to the rest of the g
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