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forgottenlor

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Everything posted by forgottenlor

  1. What you say makes sense to some degree. It might be fine if one could turn such quest markers on and off. I still think though that well written journal entries eliminate the need for quest markers, but I'm sure they result in more work for the designers.
  2. You don't use them because: 1) you can save/load so you don't REALLY need them in this fight 2) they are good forever, so no reason to use them now 3) hoarding conditioning Well no, I think I mostly just forget they are there. Many specialty potions are only useful in certain conditions, so they tend to sit in the pack and become forgotten. On the other hand, healing draughts that are readily available, or frequently needed, do get used. I actually agree with all of this. If I can win a fight the first time, I use no potions. If I lose, my first response is to reload and try again. If I still can't win after 2-3 times, then I usually pause to consider what equipment I could use to improve my odds. So I pretty much only use expendables in really difficult battles, and only the ones that can help me in that specific situation.
  3. If character development is as flexible as promised, I fail to see the need for subclasses. Subclasses usually work best for rigid classes (i.e. they offer at least a LITTLE character development). If I were to want a subclass, Id go with something like in Dragon Age. Since P:E is already offering choices in skill and talent development, I'd only added subclasses that added a few minor bonuses without restricting the main class.
  4. A comprehensive journal entry and such things as sign posts eliminate all needs for quest markers. I really like the idea of sign posts. Arcanum had them in cities. I've still to play Ultima 7. I picked it up in GOG's summer sale, but haven't gotten around to playing it yet. I think quest markers originated largely due to poorly written or incomplete journal entries and instructions. I also thing MMORPGs played a role. Of course in an MMORPG it makes sense because there are so many characters running about.
  5. I like playing normal mode, as I don't like min/maxing my parties, but taking a group which appeals to me. For example In Icewind Dale 2, I went with a bard, even though I knew it was one of the weaker D&D classes. I also didn't drop any of my character INT or CHA down to 3. I
  6. Hey thanks for the tip. Do you remember where this is discussed?
  7. Josh Sawyer recently posted that crafting as a character skill would be dropped because I think the proposed systems is principally a good idea, because having balanced skills makes all sort of character and party builds desirable. However, while I'm not sure how skills will be handled within the class framework, In newer D&D rules some classes have the defined role of being skill classes (having more skill points) than others. For that reason it seems not to be a negative to have a skill that say may benefit only one character, because it would allow one class to use its advantage of having more skill points. I find having a skilled character class (like the 3.5 Bard, Rogue, or Ranger) an interesting mechanic and just want to throw out that having some skills that might only benefit a single character in the party not to be a bad idea.
  8. I think its fine in 3.X and pathfinder as it gives (or takes away) skill points, in addition to fueling Wizard magic. Unfortunately skills were only rarely useful in Icewind Dale 2, so dumping on intellegence wasn't so brutal as in other games. Let's hope skills have more of an impact in P:E
  9. I agree, just because something is in a newer game, doesn't mean its necessarily bad. The question is if such a mechanic can be used in a infinity style game and improve that game. For me the worst part of most newer RPGs is that mechanics are dumbed down so that you can't misbuild your character or group. The flip side of the coin is that groups cease to exist, characters don't have many options, and strategy is replaced by how fast you can click your mouse button. I think one needs to divide features which add more comfort from those that ruin games mechanics. My first RPG was Bard's tale 3. I went back and played it recently. I still enjoyed it, especially all the crazy character options, but playing without an automap and having to type in the names of your spells is annoying, even if back then it was standard. I'm not sure though that durability as such adds alot to gameplay, just like I'm not sure it really damages it either. Quick travel though, for example, was a big improvement in Oblivion over Morrowind. Unfortunately there were also a number of steps backwards in Oblivion though, and most have them had to do with dumbing down mechanics.
  10. In defense of the team, I'm not sure how they are supposed to go about doing this. There are 10,000+ backers. Should one send out an email and see if they all come and vote? Can we assume how the vast majority would have voted? There is from what I see a vocal minority of backers for or against durability. Some people really like it, others do not. Then there are people like me who could care less. I think in such a forum one can get ideas what people like or do not like and what could be potential problems. Either they say we make the game so and don't ask fans anything, living and dying by our vision, or we ask them and consider their input. Obviously they've gone with the latter. Sawyer is the boss. In every team someone has to make decisions especially when there isn't universal agreement. Personally it's not a job I'd want. You get maybe some praise if things work out, and your blaimed for everything that goes wrong.
  11. I forgot about TOEE, but I actually crafted alot in that game. Instead of say speciallizing in Halberds and having to hope that you would find a decent one at some point in the game, you could make one, albeit at a high cost. It allowed for effective tactics like using a wall of polearms. Also crafting a wand of magic missles or fireballs gave a mage a ton of extra staying power in a battle. So I actually used the system. In general, though, I agree with your argument.
  12. Whether you read the polls or this thread it is really clear that durability was extremely divisive. The only other update which seemed to annoy people as much was the prototype UI. I'm personally neutral on both issues. However, it is clear to me that unsatisfied people are the vast minority on most updates and threads. So I'm glad that crafting has been kept (if not as a skill) and durability removed. I'm also happy that this has been done because there was some doubt about the mechanic among the designers themselves, and not just from pressure from the community. I also wish people could disagree without being abusive and calling other posters names. Just because someone has a different opinion or taste in a game, it doesn't mean it has less value.
  13. I can definately see this being a problem if a character has a super powerful item that degrades. If each character has 2-3 weapons or torso armour of relatively equal power it becomes less of a problem. Of course the problem could be reduced greatly if characters could purchase something to reduce decay. What about a follower who keeps equipment in good condition or something like that. A helper could even add to the role playing experience. I really don't like the idea of continuously having to go back to town.
  14. For those of you who don't like having "excaliber" in stores, what about master teachers? For example the head of an order of monks could teach you master conditioning (something like getting a permanent +1 hit point) but only if you donate a massive amount of wealth to his monestary, because after all he doesn't just teach anyone. Or what about the King's armsmaster. Training with him could earn you like +1% "to hit" with melee weapons, but you'd have to pay big time for him to take time out from his busy schedule. These are small, permanent, in game bonuses that could cost lots of money.
  15. In Might and Magic you had to pay to join a guild, then you could buy spells from it. I could definately see powerful factions maybe possessing powerful equipment or advanced training or magic, but to open this up you need to invest money in it.
  16. Don't forget items that could help in non combat situations, giving bonuses to skills, for example. My main character in the OC Neverwinter Knights campaign ran around the whole time with the fancy hat that gave him a diplomacy bonus. I feel for you guys at Obsidian. Obviously everyone has different opinions, but I think very few games have done crafting or stores well. Often stores simply offer either worthless items or items that only help you at the beginning of the game. Crafting systems also present very often items either to weak or too strong or are too complicated.
  17. I like the idea of say forcing noone into crafting or dealing with durablity but making them pay extra for not having the skill. For example, as many others have said, someone else can craft for you, but you simply must pay more. Perhaps you can take consumables with you (or an expensive non consumable) that prevents item degradation.
  18. I like choices to spend money on. Items in stores, crafting, et. The more choices the merrier. I don't mind story money drains provided they are not required, but simply make the story easier to play. It would be great if those that want to use crafting could use theirmoney that way, but that those that don't want to also have viable alternatives.
  19. I don't feel strongly one way or the other, so I didn't vote for any of the choices. Still I think Tim Cain's proposed idea is fine as is. It seems like a reasonable implimentation of what for me is an unnecessary element in the game.
  20. Personally I'm rather neutral to both crafting and durability. For me they are absolutely non-essential to enjoying an RPG, but I also don't find them annoying. I did use crafting in both KOTOR2 and NWN2. I think it might be a good idea if you could disable the whole system (no durability and no crafting) at the beginning of the game. That would make a lot of players happy, I think.
  21. I like the old style UI better, but would not be offended by a more modern one either. UI has never been that big of a point for me.
  22. This reminds me of the way the Druid functioned in Might and Magic 6 & 7, and I thought it was good. He had worse equipment and was less of a healer than a cleric, but had much better offensive magic.
  23. I'm intrigued by this. Could you please link that post? It sounds worrisome indeed. Also in my opinion New Vegas and KoTOR2 were much stronger on story, C&C and quest design than characters. Especially KoTOR2 wasn't very good with characters aside Kreia. Regardless, I think it's safe to assume they're going for same route as say New Vegas. Probably same with talking vs. killing, main quest etc. I can see what you mean, but honestly I'm not much of Baldur's Gate fan and only IE game I love is PS:T, so I can't comment much on that. Like I said for me RPGs are mostly about story, dialogue and C&C, so I don't care about rest much. I still do find focus on technical aspects of IE games bit odd though. It's not like that was their strongest point. This shows (in my opinion) how different we backers are. While I loved Planescape, I prefered Baldur's Gate 2 and liked all of the IE games. I also liked the original Never Winter Nights 2 campaign (I even played it through twice. Go figure). For me a traditional rpg has a lot of interesting strategic combat at its core, guided by deep story, interesting characters, and occasionally puzzles. The game is also about exploring a new world. A game missing those elements is an adventure game or a computer novel, and not for me a role playing game. I haven't played Ghost Money or New Vegas (do to the limits of my pc), but I have enjoyed every Obisidan game I have played, so I'm not too afraid Project Eternity will go wrong (coming from my expectations)
  24. I remember in Icewind Dale there was this main character named Arundel in Kuldahar, he was pretty much the kind of druid you described, and I too want druids to be more like him instead of them being little else than a nature-clerics. I always thought druids functioned in D&D well as meleers at early levels and better as spell casters at higher levels, which made them more flexable than single class mages, which struggled mightily until they reached level 4 or so.
  25. I think Pathfinder handles shape change spells well. For example elemental body gives you some stat bonuses instead of radically changing your stats. I feel that a couple of forms with different bonuses could be interesting. (I. e., a strong slow form, a fast form, a special form (like bonus fire or poison damage) might be interesting.
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