Jump to content

ncguthwulf

Members
  • Content Count

    28
  • Joined

  • Last visited

Community Reputation

25 Excellent

About ncguthwulf

  • Rank
    (1) Prestidigitator
  1. Oh, one thing that I hated in world design: incomprehensibly powerful npcs. I remember Ultima Online, my character got to the point where I could solo almost any monster in the game, even dragon types. But a guard could teleport to me and 1 shot me in town. That was a clear mechanic to enforce rules, but it made no sense. Please dont have idiotic power imbalances in power. Makes for a break in immersion.
  2. To those that thing it is needless or needlessly complex: I am kind of tired of playing games that are simply stats competitions on a painted background. Trees, rocks, mud, sand, ice, water, at best are only obstacles my model has to go around instead of being interactive. I don't want it to be as in depth or critical as Xcom. Hard Cover in Xcom was a 40% penalty to attacker to hit chance. That is nuts. But in a rpg, class based system, some sort of modification to the combat from the environment would be cool. Higher ground for archers, using cover, fireballs into a group of enemies
  3. Alex has a good point. One might think that instead of trying to create simulation to focus on micro encounters that promote immersion. Kind of like the arrow in the knee fiasco. It was clever to have some dialogue built into your random encounters with otherwise worthless npcs. But when the 14th soldier tells you he was an adventurer until he took an arrow in the knee, it becomes a joke. The nice thing about a narrative game is that you can create areas that are not revisited (without another play through). Within these pocket encounters you can devote a bit of time to making the
  4. Fighter -taunt -durable -pbaoe (point bank area of effect, aka whirlwind) -zone of control (somehow making it difficult for enemies to walk right past them and smack the mage) -debuff the enemy: disarm, stun, knockdown Rogue -stealth -flanking attacks (the idea of getting a bonus to hit someone that isn't attacking them) -debuff the enemy: bleed and weakness -traps and bombs -strong versus unarmoured opponents. (mages) -dual wield for increased melee damage Wizard -damage -ranged damage -area of effect damage - debuff the enemy: paralysis, snare, slow, blind, sl
  5. I think the key thing to think about when talking about classes is the idea of creating an artificial need for teamwork. Classes unrealistically limit what a player can do. Have you ever wondered why your Dex 18 figher never learns to sneak without multiclassing? It should be a relatively easy thing to do. Yet, in the system of the game sneak is not made available to the fighter and as a result the fighter must rely on the rogue for scouting. The limit is artificial and valuable. A good way to think about it is chess pieces. The knight and the bishop and the rook are different classe
  6. Night fighting, I dont think it is worth arguing. I think delivering attacks at night is harder. Swamp stuff: Perhaps nothing stupid like being in a GIANT swamp map where the mechanical effect is that you spend 3 minutes travelling the map instead of 1.5. That is dumb. But having patches of the map have certain environmental factors might be nice. So on a map we could have some deep swampy areas and some level ground. Players that choose to scout the map with a stealth character might discover there are some outlaws that use predominantly melee weapons. That player may decide to set
  7. Fighter is my favourite when it is done well. Give me powers to click on and have some strategy built into the game and I am sold. Make "tanking" a sometimes thing, but a thing. Make the fighter moderate dps and the other classes brittle but higher dps. Make the level race and class important, dont make the fighter the sum of her gear. I dont want to finish a quest, get a nice sword and suddenly be 30% better.
  8. Do you guys want to have to think about things like: At night, your characters that don't have night vision suffer a -1 to hit, -2 for ranged. In swamps, everyone is moving at half rate. On ice, chance to fall if you move faster than half move. On sand, 25% move penalty, etc. Certain spells don't work indoors, others get bonuses in tight conditions. Fireballs light objects on fire, cause walls and stuff to collapse. Additionally, the area of affect of a fireball is altered by objects. The idea of taking cover has merit. Environmental hazards, bullrushing someone over the
  9. As long as the elf chicks are skinny with big boobs and wearing almost no clothing have angular faces and big ears and cat like eyes and my nerd gag reflex is going off like crazy. I think a lot of settings don't take the time to think about what a long lived race would actually be like. Imagine we had people walking around that were alive 300 years ago. It would change our understanding of history. Want to know what the wild west was like? Ask bob, he was only 120 or so around then. So either take into account the impact of a long lived race or make their lifespans moderate. I like m
  10. Classic example of poorly phrased questions. It should be: I want an anthropomorphic animal race option in my game: a) Strongly Agree b) Agree c) Neutral d) Disagree e) Strongly Disagree I should not be forced to play a human in a fantasy setting: a) Strongly Agree b) Agree c) Neutral d) Disagree e) Strongly Disagree
  11. The main campaign should not have a timer. But individual components should. Example: I can take as much time as I want to find the door to the overrun dwarven ruin. But once I am there, the almost dead dwarf at the door tells me I have 24 hours before the whole place comes down because of some magical doohicky. Now the pressure is on and I have to in there and do whatever I need to do without unlimited rest and healing breaks. For side quests, I think time should modify some of them. I have a tough time believing that a kidnapped child is going to be just fine and dandy with the trol
  12. Day/Night/Time mechanics. The first thing that comes to mind is "what value does this add to the gaming experience?" Are these complex travel and day/night systems annoying and detract from the game or do they make the story richer? Day vs Night If handled properly this could add depth to the game. At night your team's archer sucks unless he is a nocturnal type race (drow?). Certain villains might be more powerful (vampires). Travel Time Again, if handled properly this could add a real sense of urgency to the game. A merchant's son is kidnapped by outlaws led by a vampire.
  13. What is really funny about this is that it actually seriously affects the community. Go and look at the XCom forums. There is a massive amount of poison being flung between people who claim to have beaten "Impossible Ironman" with zero countries/soldiers lost. People are calling for videos, flaming each other and so on. All because there is a mode of the game that is harder and people want to brag about their achievement. How this game is designed should take the community in mind. If you foster a good community you will get support, modders, fanboys that travel the internetverse singing
  14. JFSOCC - I am not sure why you would do that when they have a non iron man mode? But even if there is some reason for the extra work, I don't want the game designers to waste time trying to counter that "cheat". Even if there is a achievement or other thing you get for beating it on Ironman. Then again, they could make it so the saved games go on a cloud and you can't manipulate them (as easily). But then in order to play ironman you would need to be online. I minor issue nowadays but an issue.
  15. I think what is ridiculous is taking a pen and paper system and porting it over without examining the strengths and weaknesses of the medium. For pen and paper, you are right, memorization systems are great because it requires minor amounts of work for the people playing the game. What I am hoping for is that extra tactical layer. I want to make decisions outside of battle, based on intelligence, that affect the coming battle and be rewarded for good choices and punished for bad ones. Example (bear with me, I am playing a lot of xcom): Council missions have you squaring off against
×
×
  • Create New...