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Jobby

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Everything posted by Jobby

  1. I also own consoles and as Dayan has said I don't think the game would translate all that well to consoles, C&C and Theme Hospital are two examples that imo were inferior to the original pc versions, I wouldn't expect many of the original backers to support a port over additional content. Also Mighty number 9 is a game that is actually more suited to consoles (although I'm sure a pc version with a gamepad could be just as good) thus those strechgoals actually made far more sense for me. Besides if the Pillars franchise is as successful as we all hope i would happily support Dark Alliance style spinoffs for consoles in the future (please don't flame me lol).
  2. Slo-mo sounds awesome, it could easily add another playthrough for me if taken as an alternative gameplay choice, plus we might get some awesome death animations? :D
  3. ^^^This. I would personally love to see exactly what they've proposed, the outsourcing of additional wilderness areas sounds like a great way to add content without affecting the release date too much (I personally would wait till 2015 for a better game but i realise not everyone is this patient).
  4. So possible new strech goals for additional wilderness? aiming for a scope somewhere between BG1 & BG2, I have to say I'm delighted to hear this I just really hope they can implement them in such a way that we can re-create the feel of adventure/exploration from BG1 by forcing us to pass through tiles to find new ones. The suggestions to make said areas irrellevent to the main story but flesh out the gameworld and backstory also sounds like the perfect balance, again if a simmilar system to BG1 was adopted with a fairly safe path through the centre of the wilderness tile meaning players can avoid the dangerous wilds if they want. What kind of areas would people like to see? I would love something simmilar to the bassilisk forest in BG1 but make it a swamp and pack it with statues, it could have a really eerie feel to it, I would also like to see some ruins from the previous wars that have went on, perhaps some monuments aswel, anything that can tie the lore of the gameworld to an area/region would be great.
  5. I get where you're coming from, but I believe what you describe is exactly what is going to happen. (when stamina is depleted a character falls unconscious, gets up at end of combat. Death, which is a different HP pool does cause permadeath) Yeah ended up getting directed back to update 24 and re-reading the mechanics, I'm happy enough with that system though, at least death is a possiblity from combat on expert mode. Still need to hear more about this "maimed" mechanic out of expert mode though, does anyone know if it will simply be a case of them running back to the nearest campfire for you to collect them miraculously "un-maimed" or will there be lasting consequences or even injuries that require professional help? The updates reference to medicine suggests the latter most likely won't be included.
  6. It would be nice if there was a compromise, i.e. BG2 Core rules, with permadeath being possible if the characters body was obliterated but most 0hps resulting in requiring a temple. Shouldn't complain too much though at least there is a permadeath mode.
  7. Couldnt be bothered reading 14 pages of (hopefully) angry responses, just wanted to add my own, you sir are either a troll or a ****.
  8. Both Neo and Lephys have interesting suggestions for buffs/durability, as long as it it not like the witcher system with a set time limit regardless of what you do (which felt stupid) I'm all for it. I always hate it when towns/cities are meaningless to an adventuring party, Inns are useless as u can camp for free, Blacksmith is pointless as u can fix ur own stuff, healers are a waste of time cuz u can do it yourself etc... For me dragging your half dead companions / damaged weaponry back to town is an exciting story in itself and really adds to the feel of a gameworld. And yeah I'm all for crafting as long it stays within the realms of believability, preferably no Skyrim mechanics such as "I leveled up, now i can craft dragon bone armour using a normal forge and my 2 days of blacksmithing experience during which i made 500 iron daggers". If we are able to craft legendary kit either give us specific dudes around the world who can do it for a cost (Cromwell) or make it part of a story (three headed flail). I would much rather have guerrilla survival crafting e.g. herbalisim, limited repair, perhaps leather armours / hides, bows, but seriously, no adventurer should be able to craft a full suit of plate armour during his lunchbreak..
  9. I don't know what your definition of save scumming is but if anyone here played through the original IE games without trial and error re-loading they were either looking at a guide or playing on easy, I hated DA:O for the health regen out of combat it was illogical and removed any sort of challenge from the game. I really hope the game will be difficult enough to justify re-loading because 4 out of 6 people died and they aint gonna miraculously jump to their feet at the end of combat, in fact as far as i am concerned meaningful states of death and permadeath are exactly the type of old school mechanics this game should have. But yeah, the point is, If stopping other players from unnessecary "save scumming" means dumbing the game down to the point where there is no death / permadeath and no actual consequences to your actions then your ruining the game for no good reason. I'm all for delayed consequences if it fits from a story point of view, I'm just really really sick of the pissy simplified combat mechanics we seem to be getting these days.
  10. I didn't have a problem with having to rest upon arrival, it kinda made sense and in the cases where they had travelled for 48 hours i just assumed they had already rested midway. Who actually cares about the in depth mechanics behind resting? Surely it is the presentation that matters, I often feel the partys downtime between adventures is an underused area of the narrative, for example, I would love to see your party scattered around the tavern upon entry and checking in, you could talk to folks and see what they were up to or just sleep for 9 hrs and ignore the tiny bit of extra dialogue. I am not advocating a DA:O, ME or KOTOR system where your entire party stands around like spare *****s at camp waiting for you to delve deeply into their personal lifes, I would much rather the experience was more organic and less forced by the player. For example, a Druid you recruit is pretty vague about his past, he is not going suddenly spill the beans once he likes you more as people simply don't work that way, instead you see him drinking with an old aquantance at one of your tavern breaks, this could then open up into quests or even just an extra bit of dialogue to enjoy.
  11. I agree with this, the wilderness tiles in BG1 really connected the map and brought a sense of exploration to the game, I would love to see them bring this back.
  12. Regardless of the OPs inspiration the idea is sound and would add a lot to character development, i would expand on fighting styles though, it may only be some additional abilitys/feats, i.e. ranger helps a few talking trees/dryads, in return he gain a "summon treant" ability to be used once per day etc... Point is it doesn't always need to be handled by secret trainers hiding away in a shed atop the highest mountain because they swore an oath of pacisifm many years ago.. there are numerous ways to approach such a mechanic, i.e. reward for a quest, reward for an archery competition, finding secret texts.. Something i loved in BG1 was finding those skill books that increased your maximum attributes, there was only a few of them but once you got them you really got a feeling of achievement as you had made permanent positive changes to your character, I'm not advocating some mad overpowered anime stuff, small improvements/ability's that may only be useful in a handful of situations.
  13. I definitely like the idea of battles affecting your relationship with characters, another point that I always thought about in BG2 was when everyone was greeting about being tired and needing to rest that ignoring them had no ramifications on what they thought of you, I don't know if fatigue is to be implemented but at the very least leaving a characters health low after a battle should cause some griping and possible decline in their respect for you.. a morale bar would actually be quite interesting alongside stamina and health..
  14. Awesome notion, 8D! Maybe, depending on how/to-what-degree the passage of time is evident in the progression of the story, that type of idea could be tied to the changing of seasons? Maybe a cave is full of bears at a later point in the game, because it's now winter, and bears in the area sought a cave to make a snuggly home out of, and found that cave. Bears + winter was just a simple example. Obviously there are much cooler ideas, haha. Also, for what it's worth, the XP-not-necessarily-rewarded-for-every-kill prototype would totally allow for an infinitely-repopulated mega-dungeon (maybe a portal to a dimension filled with an invasive, demon army is the reason behind the respawn implementation, or something along those lines, *shrug*) without creating the problem of infinite XP gain in the absence of any other form of story/game progression. Love this idea, kinda like the Ultimate Weapons from the FF series, or that dodgy sand snake dude (FF7), i would rather the path wasn't completely random and had some sort of meaning to it, it would be really cool to see towns evacuated cuz "bigbadbugger" was heading over, although this may be asking too much unless it's tied in with the story, only thing i would say though is if they are to have huge enemies make the battles epic as opposed to the hack-hack-slash of Skyrim and its dragons. In regard to patrols that is definitely something i'd like to see, although the base would only be alerted if they made it to the alarm, therefore if you ambushed a patrol of two one might stay and fight but always at least one enemy would run for the alarm requiring you to pick him off with arrows and spells. Respawns would need to be limited for me, certain situations where they make sense is ok but too many will get frustrating. It would be really awesome to have seasons and seasonal monsters, cold blooded creatures moving towards warming climes, some mammals (or mammal like monsters) disappearing entirely over winter, only to be replaced with some hardier bigger buggers, I'm now thinking about Game Of Thrones "winter is coming" lol. Realised i'd gone all ecology there and when referencing migrations wasn't really referring to Ieo's point.
  15. Hmm i don't know, if its based on the TES system at all then all you get is different damage/mana costs for generic spell graphics, this i am not keen on. What i would like to see however is some lost/forbidden spells unlocked through quests or crafting that have their own unique animations and effects, as long as the requirements to make said spells isn't cash but rather some hard to find/obtain reagents like rogue stones or frost wyvern teeth etc..
  16. I very much like the idea of temporary separation, either through personal quests or unfortunate circumstances etc.. As much as it is annoying to lose your favourite npc it makes it all the better when you rescue/persuade them to rejoin your cause, the flashback idea is really cool aswel, in conjunction with that i would like to see situations where if your party does split into two groups you control them each, one after another, culminating in the reformation, this could create some really interesting storylines and situations, (e.g. fork in the road initiates cutscene and camping sequence where you choose the teams to take each fork) I also agree that it should be fairly standard for your party members to have clear motivations and reasons for following you on your journey, having said that though i remember using that evil dwarf from the copper coronet in BG2 in a couple of playthroughs and despite his slightly unexplored motivations he was still an interesting character. It may actual be interesting to find a powerful/useful NPC whose motivations are not clear at all but more may be revealed as you play through the game etc.. As a side note i really am not so keen on the DA:O camp system where you spam chat to everyone in their identical static positions to see if they have anything new to say, for me it creates a much more immersive experience when party banter does not necessarily involve the PC and the PC doesn't need to always initiate it when it does. I'm not saying no camp chat, just less, it doesn't make much sense to be out wandering all day mute and then suddenly open up about past misfortunes as soon as we rest.
  17. I know what you mean however what i would propose may be a bit more hardcore and probably not to everyone's tastes, i.e. the only way you could find out dangertoad can give you a disease is by perusing the games lore (books on infectious diseases / dangers creatures of the swamp etc..) or perhaps advice from a quest giver, or even the instruction book if it is to presented in an Arcanum fashion! Not however an arbitrary warning message. I just think having some systems like this in the game would make the lore useful aswel as interesting and would encourage people to gather information before running off to kill everyth
  18. Quite a good idea as long as we aren't talking about major stat boosts, Perhaps some legendary/unique weapons are more upgradable through quests or challeneges? Either way, as you touched on in the other thread, i really like the idea of limited high value magical items and non-magical weapons/armours conferring stat bonuses such as masterfully crafted suede/felt boots giving a bonus to sneak etc.. Damascus steel katanas... also as there appears to be a sort of technological aspect to the game we could have master crafted mechanised bows, point is I would rather have unique interesting weapons than hundreds of +1 - 5s which are boring as ****.
  19. I like the idea of diseases not appearing till later then starting off minor and getting worse, I disagree that they should be broadcasted and explained, for me a far more immersive experience would be to initially notice that my characters standing animation is coughing, upon ignoring that there are some highlighted minor stat decreases, continue to ignore said disease perhaps initiates some party banter where someone tells me I look like **** and should see a doctor. Go see the doctor, he diagnoses me and then depending on the rarity of the condition either cures me or advises me further. I also like the idea of unique cures for each illness and a relevant party skill, I think there should be books and lore within the gameworld that tell of diseases as opposed to a generated message when you contract it, for me it would be quite cool having my druid/priest/ranger class carry about a book of diseases to self diagnose and cure my party when issues arise.
  20. This doesn't need to be the case does it? If monsters in the game are treated like animals in real life with ideal habitats etc you may find certain ecosystems support bigger nastier monsters, for no other reason than it suits them, they may be scarce in the plains but common in the swamps, hence a weaker lvl char would stay to the road and the plains avoiding forests, swamps, oasis's, snowy peaks, caves etc... where nasty things might lurk. Point is I don't think bigger monsters need to be scarce, they just need to be located in areas that make sense and are avoidable for lower lvl chars, not saying they can't go there but they'll get pwned if they do.
  21. I don't really have a problem with retrieving say 50% of your arrows as chances are your going to loot the corpses anyway, as long as you don't then have to micromanage them into various quivers, i feel this should be done automatically. I would personally prefer a system like this than the magical quiver of unlimited arrows. I don't necessarily think we need separate quivers but definitely quickslot changeovers, as Gfted1 said we're going to have to quickslot change our melee chars weapons to suit the situation so it makes sense to have a similar system for archers.
  22. Even if a great deal of customization is not possible it would be nice to see your stronghold grow and develop as you go through the game, thus linking it to the gameworld as opposed to in BG2 where there were 3 maybe 4 arbitrary quests and afterwards it just accumulated money (which you probabally didnt need by that point). I would also like to see it tied to main quests/storys, i.e. as an actual base of operations and not a bloody holiday home. Also given the choice between one stronghold that allows for a degree of customization and 8 class specific strongholds i'd opt for the former.
  23. I would quite like to see a rival char, either a rival for someones affections or a rival for the leader of the group, not something I've seen done that i can think of, if such a character was present i would like there to be a number of ways things could pan out with him depending on your actions and interactions with him and the rest of the party, i just think it would be quite interesting after being whined at constantly to say to an NPC "Think you can do better!?, you lead!" and then have your own opportunity to pipe up with useless annoying spam :D
  24. Awesome idea, i always love it when games/films throw in a "game changer" at some point, the only issue would be if it locks out content because you went to B instead of A first and now B is a giant steaming pool of radioactive waste... which would be a pain in the arse.
  25. Divine Divinity was superb but with the hand rendered high res backgrounds that's extremely unlikely, personally I would like to see either the BG1 system with wilderness tiles you had to pass through which you could explore or not, or the Arcanum system where the entire world was seamless but it was a waste of time traveling it without the map unless you were looking for herbs, another cool aspect of the Arcanum system was that you could discover places either by wandering randomly or getting rumours/quests from npcs. Having said all that i think it's more likely we'll get the BG2 system, which is still fine by me.
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