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Greydragon

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Everything posted by Greydragon

  1. I would imagine multi-class/dual-class characters (if any) would also suffer xp penalty and cause a similar asynchrony.
  2. Complicated schemes and solutions are that much more satisfying if you manage to pull them off through careful choices. I still remember the first time I played through the drow city in BG2 and saw the triple cross solution with the dragon eggs. It was magnificent.
  3. I'm not a fan of multi-classing; it just ends up as a bard-esque character which has too many skills but none of them viable in the long run (mage-cleric-thief-fighter-etc). Dual classing however could be fun. I'd prefer a specialization system that in places borders on multi-classing, if you choose to go in that way. I'd assume with a dual class character they are either barred from specialization or simply unable to access it until late game due to the various requirements and/or class levels. I assume they would miss out on the highest tier abilities due to the xp cost of leveling two classes simultaneously, thus less capable in their chosen classes than a true specialist, but more adaptable. To elaborate on specialization bordering on multiclassing, I'm suggesting clearcut specializations and non-clearcut ones as options. i.e. a mage can become a necromancer or a summoner which are both pure mage specializations. They also have the option of becoming a trickster-like class, gaining some thief abilities and bonuses as well as magic related to stealth and distraction. Those are my thoughts on the subject.
  4. <Warning heavy BG2 spoilers.> There were a few events similar in the BG series too, such as Imoen's interference in the Irenicus v cowled wizard death match. In a normal scenario the whole party would have joined in the fight right away ... then there was the mad mages v Irenicus in the asylum ... technically the party should have had a ghost of a chance in a direct confrontation without needing the mages, now that they have a leader that is capable of becoming an avatar of murder. However you don't even get a stand up fight against Irenicus+divine soul to ascertain that it is too hard. However these are hard coded annoyances. Now I could understand if the cut scene shows an event the party cannot see or one they cannot expect, only react to. Sudden murder, explosion, dragon from the sky, etc. Lengthy (gameplay trap) cutscenes and railroaded solutions are murder on roleplay and long term enjoyment of replays (in that area of the game). What kills franchises is the 'sudden unaccountable reversal' cutscenes ala MA3 (and unsatisfying and poorly planned endings). Don't get me started on 'artistic integrity' either. If a story I write has something jarringly wrong and half assed, I rewrite that part. I usually catch a mistake that bad on the first edit too. Sorry, sorry. MA3 hurt me in a way only a long running series can. DA2 less so. The end result of the 'churn out half finished, rushed, deceptively awesome games so we can make a killing on DLC later' plan EA uses. Long story short, EA is dead to me. ... who am I fooling with this rant? You know I'll end up a sucker prepaying for DA: Inquisition. Then hating myself (and EA) after.
  5. I'll probably start with a druid, and try out the various companions on offer to find the ones I prefer. Then second playthrough cypher with the other companions I dismissed as less interesting. Then wizard. Then explore different classes/race/companion combinations that will affect story events. Then settle into general exploration of seldom seen areas/choices/dialogue. To Jarmo; BG had only a single bard song (that leveled up to produce extra effects)
  6. It would be great to see animal companions/familiars treated as unique skill option in events; they're so often treated as a weak permanent summon (familiars in particular). It would make even replays interesting if you get extra options in situations depending on whether you have a pickpocket ferret or a snake to explore tiny holes (hypothetical). Plus a little inserted dialogue every now and again where it may sense something you don't that gives you a tiny edge, like the smell of gunpowder on the wind or something in the shadows (again dependant on type chosen).
  7. It may not even be a complete standstill; it would be a change to have some kind of skill choice in the game that allows the mage to move (even if it just slowly) while casting. As far as casting time; pre prepared 'instant' spells would also be good, as long as they are limited use. Short casting time spells (two or three seconds) would include weak attack spells and short duration physical/elemental damage absorption. Medium length (I'd say around 7 seconds) would be varied useful effects and high damage spells. Long length (I'd assume maybe fifteen seconds or so to allow for disruption) would be the massively damaging spells and high level summons, etc.
  8. I see cinematics more as an introduction/conclusion to a scenario. A mix of 2d and 3d are fine, shifting from the simple events (sword fights, etc.) in rendered in the 3d game engine to the more complex events featuring a sequence of still images, ambient noise, sound effects and narrative text. I'll be happy if they are skippable; we will be playing the game a long time, getting trapped watching various events can be tedious. For example the Baldurs Gate 2 intro and chapter scenes became quite tedious because they were inescapable, the same with scenes in many games where you have to reload. Skipping as an option seems the user-friendly alternative for replays (Not short, next event skips but whole cinematic skips back to player control).
  9. As to magic within fantasy, I see it more as a crutch to allow the existence of beings and events beyond physical or technological limitations of the period. I have no particular feelings for or against its use. It is in essence a system that allows the supernatural to occur as if it were ordinary. A flawed and arcane (pun unintended) quasi-science. It has method, resources and a result. It matches medieval period technology and understanding, resembling the historical precursor to chemistry, alchemy. Concerning alchemy: Funny really; we can hypothetically make lead into gold now, through nuclear chemistry.
  10. It is all perspective. Fantasy allows us to explore life as the tornado and learn what it would mean to wield that power. Whether for wholesale destruction or playful innocence. To be the target of it's wrath or some random nobody in it's path. Fantasy is as much about exploring the heights of altruism as it is the exploration of corruption and the depths it may sink to if there were different limits. The many and varied facets of humanity and inhumanity. The highs and the lows and how they interact. Even living in the middle ground in a world of such highs and/or lows.
  11. Or the things which would be more terrible than reality, to survive horrors and nightmares. The things that some dread and hope for. The drama of chaos, abuse of power and destruction. Violence and trauma. Heroics and cruelty. Fate and those who struggle against it or go with the flow. The nature of humanity when the person in question is only human in the past tense.
  12. In terms of slavery the Roman method was actually somewhat more liberal than the American form; slaves had property by law, they could earn money for themselves on side jobs and could purchase their own freedom legally by reimbursing the cost of purchase. Anyway I'd like to see a benevolent evil; a character who through insanity or through differing cultures tries to do good for someone only to have it rebound in the complete opposite direction from a normal viewpoint.
  13. Freudian slip? I never even considered BG as I wrote. My subconscious is showing ...
  14. You know how most stories go; dumb farm boy finds treasure. Leads to glory and earth-shattering doom. Well my story ... hmm all I did was go to buy a meal at a stall. Some random person in a crowd stabs me in the ribs. The twist; the knife didn't inject poison, no the damned thing stuck someone's soul in me and now it's trying to get control. I used to be a nobody, but this new soul ... I seem to have stolen or assimilated some of their skills. I tried everybody I could think of but even cyphers tell me I'm delusional. Even as the thing, the person, gnaws away at me no one will believe me. Well I'll be damned if it'll get my body easily ...
  15. Besides who wants a stronghold you can never finish because you can't afford it? I prefer that toward the end game you'll be swimming in coinage; so I can explore the side quests/constructions as completely as possible. As long as the rewards for completing the highest tier stronghold side missions/structures is more than generic items or gold I'll be thrilled ... perhaps fame, unique items/events/encounters/perks and some kind of minor effect on the end game/companions/stronghold residents.
  16. Any number of perks/backgrounds from Fallout/Arcanum would work as a guide. Such as the technophobe/magic allergy backgrounds (assuming they are viable). For something new here are a few suggestions; Positive: Childhood Dreams; you have read and heard countless tales about heroic battles against famous monsters. Bonus to attack and fear rolls against iconic beasts because you know their lesser known weaknesses. Negative: Shadow Terror; you used to fear the shadows. Now you know that somewhere out there they are alive enough to kill you. Prone to panic at surprise attacks. If you ever encounter a living shadow or an invisible opponent you are reduced to wildly waving your weapon at them in fear, which causes a decrease in accuracy and an increase in damage potential. Positive: The Dead; it seems that due to a quirk of fate you have a predisposition to necromancy and have the potential to become an undead monster without any magical interference. This is a wonderful thing as a living being as it means that you actually will not become incapacitated until you reach negative 10% of your stamina (You just can't stay down) however it does bring a hazard into the mix; if you do get incapacitated there is a 5% chance you will turn into a zombie and randomly attack until incapacitated again. The temporary transformation is a boon as it replenishes your wounds; so if the zombie is struck down you wake up again at 15% health. People do react badly to this and sensitive people may dislike your 'unnatural' aura.
  17. ... Was someone asking for quasi-permanent summons? If they were, I missed it. Is that what Tsuga's post was about,too? Quasi-permanent summons and their folly? I suppose I did in a way. Not really a request so much as a suggested direction.
  18. If you want a summon to be more than a simple pawn, make it a little like the familiars of BG2 only capable of pulling it's own weight in combat. Give it a permanent position in the party, give it dialogue and tiny interjections and even a mini-quest or two for abilities and permanent buffs. Give characters a choice as to which kind of summon they call to fill this role; so there are several with differing capabilities and personalities. During rest they can resummon this creature or an alternate one but the cost of changing is the loss of the previous one. Death for this summon might annoy it and ultimately break its loyalty if it occurs frequently. However it adds a small boost to the summoner based upon it's nature to ensure the summoner doesn't get defeated and thus cause it to unsummon; it can at higher levels even channel a part of it's own essence to keep the mage alive, but at a drastic cost to itself in battle potential for a day.
  19. Because I can envision having to chase a xvart across the screen to kill him just to exit "combat mode", for no xp (or even worse, you need that last kill to earn the "quest experience"), so I can walk all the way back to the rest spot to heal up from the battle. Just one of those things that sounds like its going to be a pain due to the way PE is being structured. The alternative is for the 'escaping' enemy to simply disappear if it reaches a certain distance from the party's visual range, with the assumption that it can no longer be caught because of the head-start.
  20. I'm not proposing it is expanded to the party or even mage summons; merely druid summoned animal packs, which technically only come to help because the druid asked nicely.
  21. It is a very minor scam they've set up on Steam; they're doing it so that they can get the cents that you cannot use for purchases. For a single person it is just miniscule; for millions of patrons ... it means big dollars that no one will miss ... or at least not care about. The cards when collected in a set (which you have to buy half of) give a badge, a 'level up' on your id and at every ten levels an increased chance of cards/ booster packs. For each set you collect you gain tiny bonuses such as backgrounds for profiles and unique emoticons and discount cards ie 70% off such and such a purchase. If you're smart you can use this boom to your advantage and sell your cards; I managed to scrape together enough for a few on sale games.
  22. We can't really say until we know the actual mechanics of the game; lets say give each a percentage chance, increased by the druid's level. If the druid goes down, summons respond with fifty/fifty fight frantically or flee. A feat or skill increases this to seventy/thirty. In the case of Alpha going down the pack has 40/60 fight to the death or flee, increased by the earlier feat to 60/40. Morale increases or lowers chances by +/- 15%.
  23. However if you add in a sub-leader you make it more logical; the alpha as the driving force of the animal pack. It might be willing to let a member or two die; hunting dangerous prey has that risk, but it's own life or the majority of the group take priority.
  24. You have a good point there; how often in BG2 did you see the kobolds you summon get splattered by something far stronger? Really summoning allies/creatures should match the situation; you send them against something more than a couple of levels higher, they should run as long as they have free will. Lets say they can't really gauge people, but animals/monsters however is quite different. Also for druid summons perhaps an alpha leads the group of summoned animals; if that is critically injured the group morale drops, if a member dies they take it hard. If the alpha dies they panic and possibly flee.
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