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Greydragon

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Posts posted by Greydragon

  1. I've said this before in the druid conversation; if you want to make a shapeshifter unique even when at points ANY class can shapeshift then expand the interaction of the ability into dialogue and events, both combat related and non-violent throughout the game. That is something I have never seen in any game; it would greatly enhance the gameplay for the class. A mage with the spell shapeshift may get one or two; druid gets all of them.

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  2. It would also be interesting if random townsperson A can't tell the difference between 'wild' and 'normal' i.e. the subtle 'they all look alike' racism.

     

    Also some horrible biases because party member is 'an abomination' simply for choosing a character class that is unheard of, for example; for an Orlan. Remember poor Mazzy the halfling in BG2 who couldn't be a paladin because of divine (ruleset) racism? Only in reverse. A race that despises magic as unholy meets a mage of their own species, etc. 

     

    Religious bias would also be a nice twist; popular cult vs traditional tribal animism, etc. Even simple doomsday cult references i.e. it is such and such a day and year which means we shall all die horribly because of math and coincidence.

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  3. The main campaign is so so. At the moment it is enough for a decent game. The possibilities however ... as it has a complete editing system attached you'll soon see high quality campaigns and mods from the community; much like the neverwinter series, only with the ease of the steam mod system (Assuming you get a steam key or buy on steam). 

     

     

    All in all average, so far. In a little while it should be much better. Plus there is a second campaign close to release (no charge for original backers but for the rest of us it is essentially DLC).

  4. Everyone remembers the glorious potential of the rushed mess that was KOTOR2:SL. What we are staring down the barrel of is a similarly epic game that, thankfully, won't fall into the same pitfalls. Take as much time as you need Obsidian, to polish the game to it's full potential. As long as I'm still alive to get it, everything is perfect.

     

     

    Er ... I'd better start laying off the cholesterol and salt. Just to be safe. More exercise, thats the ticket!

     

    (Day of release): too busy in a gym to play ... irony.

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  5. +1, @GreyDragon.

     

    As an aside, one of the few bits I thoroughly enjoyed in Dragon Age was the Fade episode, which was pretty much built around shapeshifting. It was rudimentary and simple, but I thought it showed what kind of gameplay potential shapeshifting mechanics could have, if properly fleshed-out and developed.

    I forgot that part; it was quite fun the first run through and solving puzzles with the new forms was a nice touch ... a little stale and for me apparently, quite forgettable. File it under the earlier category of 'shapeshifting as a story element for all or none'. Something to remember, improve upon and hopefully mesh with other class specific elements. I guess the point of choosing druid if every class can change forms at will in certain scenarios is to allow the druid to use it in a wider, more interesting variety of events.

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  6. Shape shifting just strikes me as an unutilized element in the majority of games from a roleplay perspective, unless it is a default for every character (Divinity 2, NWN:SOU). It would add just a little bit of spice to have it turn up infrequently as a viable option in dialogue or in solving some puzzle/mystery event. It just tends to exist as an afterthought ... a strategic thing and nothing more. Examples: IWD, BG series, DA:O etc. I enjoy it as a tactical thing but often feel it just deserves a little more inclusion. The only time I can even recall a shape shifting druid in an IE game as a character (outside of the available companions/MC/party) is that duel with Faldorn in BG2 (yes, I know she was a companion in BG1; that is my point). I'd like to see it occur occasionally in combat with opponent druids.

     

    I'd like to see it occur in game occasionally without violence involved. After all the senses/natural advantages of an animal form can often be far superior to human (or equivalent) eg. the eyes of a hawk (telescopic vision), sense of smell (wolf/canine), hearing (bat), touch/vibration (spider), agility (fox/cat), etc. Even exotic senses that only a few specialized creatures possess; heat sense (python/rattlesnake/viper), echo-location (bat/dolphin/whale), internal compass i.e. magnetic sense (pidgeon/various migratory birds) etc.

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  7. I'd agree with that - sounds like a good way to connect the world and the classes.

     

    ---

     

    On an unrelated note:

     

    'Spirit-shifting' (aka shape-shifting) - needs viable alternatives for the shapes (balanced as per other classes).

    In BG, the standard forms were Brown-bear / Black bear or Wolf - wolf was faster but had no real advantages to make it worth using and the 2 bears were pretty much the same, giving a strength bonus for combat.

     

    So instead, I'd like to see useful alternatives - taking too much damage? shift to armadillo (high defense but low attack) - need to avoid traps? shift to squirrel (weak but avoids setting off traps?) - not the best examples, I grant you.

    No it sounds like a good kind of track; exotic animal forms with unique, useful abilities/intrinsic stat changes. It is what a lot of us want with shape changing. Icewind Dale 2 and the NWN series also expanded on the repertoire but the implementation needed some work; the shifter prestige class was extremely OP late game. Dragon form while fun was just too powerful. Similarly Elemental Form in BG2:TOB. Large variety isn't what we should want but a moderate amount of well balanced forms that are useful the entire game. Ideally these are influenced by the character's stats rather than completely separate.   

  8. I didn't mind the BG2 method which basically threw masses of average equipment at you that you had to sort through for the hidden treasures that were unique/rare items. If this process could be streamlined, perhaps some kind of perception skill that makes desirable/key items more obvious among the twenty or more piles of generic items?

    Also I hated how item piles could obscure item piles immediately behind them; some kind of merging of nearby piles would be useful.

    Alternately a single pile of loot for each combat scenario; representing a tally taken of all items by the party, skipping the individual corpse looting system. It meshes with the 'XP for goals achieved rather than kills' mechanic.  

     

    An earlier post of mine referred to this issue. It may be rehashing but I do like the ideas. 

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  9. I didn't mind the BG2 method which basically threw masses of average equipment at you that you had to sort through for the hidden treasures that were unique/rare items. If this process could be streamlined, perhaps some kind of perception skill that makes desirable/key items more obvious among the twenty or more piles of generic items?

    Also I hated how item piles could obscure item piles immediately behind them; some kind of merging of nearby piles would be useful.

    Alternately a single pile of loot for each combat scenario; representing a tally taken of all items by the party, skipping the individual corpse looting system. It meshes with the 'XP for goals achieved rather than kills' mechanic.  

     

    As to the thread topic, a combined attunement/weapon familiarity mechanic would be useful; however I would suggest a variation. Instead of all weapons being capable of attunement, perhaps a small set of uniques could have this advantage, such as a special weapon a companion may begin with. Likewise a small bonus that increases gradually from use of any weapon over a long period of time. The two different methods of improvement interfere somewhat; such that attuned weapons only gain this bonus after a longer period, due to the abnormal connection and powers of the weapon. So short term you won't see any greater benefit beyond the weapon behaving as if you were already familiar with it, unless you are already familiar with your special weapon in which case they combine. It adds a little incentive to using a single weapon, but the bonus is still only so much. It might make a fairly standard early game weapon useful until mid game and a mid-game weapon viable until you start to encounter the highest quality gear and people familiar with its use.

     

    Just a few random thoughts on the subject. 

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  10. A story without romance is a very dry thing. Sex scenes are unnecessary as anything more than a fade to black. As is children and marriage in anything more than a brief epilogue wrapping up events, unless they are central to the storyline. However is it realistic to ignore the attractive and available person you spend months around? Are you roleplaying a eunuch? As long as it is tasteful and completely optional then romance would only enhance the game.

     

    I for one prefer interacting with NPCs than having a party of puppets that have no motivation. That is always an option for those vehemently opposed to relationships, romantic or otherwise. 

     

    Besides roleplaying and romance are linked. Sex is integral to life, real or fictional. I at least want the option to allow my character to exist beyond schemes, power, money, exploration and violence. I can understand why a lot of people loathe it; but really it at the very least it shouldn't be overly intrusive or penalize you to merely reply 'I just want to be friends' to a single line of dialogue, right? NPC's still chat and may still offer their personal quests. Just don't expect to understand them, their motivations or their secrets in a way that a lover would. It is only natural.  

     

    Also to Bos_hybrid: There are plenty of JRPGs that focus on romance as a primary theme, no need to reach for a VN. In a sense being here makes makes you an RPG otaku. It has no meaning beyond being obsessive about a subject, although there are negative connotations in Japan (because a story involved a one as a murderous stalker when the term was in early use). Outside of Japan there is no negative association. I am an otaku too; of games. 

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  11. I also play BG2 and Icewind Dale 1+2; with the various mods that enhance and expand regularly. You know a game was well made when you have a copy permanently burned into your hard disk since you first played it. 

    I can only hope that PE is the next in that long tradition.

    If it isn't, well I've had to deal with disappointments before. Anyone who didn't think it was a gamble to invest was deluded, or at the very least far more positive than me.

    I do however feel hopeful every time there is an announcement about new features. If the gameplay remains interesting and the complex story and character interactions are detailed and highly variable based on play style and character type then I will have nothing to complain about.

    I don't expect a miraculous rapture inducing game or a duplicate; just something similar and engaging, that will hold surprises for years to come.

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  12. Or maybe there'd be realistic dragons. Giant crocodiles or something.

     

    Real world physics don't allow for much bigger creatures than elephants anyway.

    T-Rex sized opponent would be a tough nut to crack, you just wouldn't be able to hack it to death

    with a sword, any more than you could beat an attacking rhino with a sword.

    I would suggest the sword type in question would determine the result; a hand held weapon can realistically bring down an elephant. This has been done in the past. Shaka Zulu used to sponsor hunts; he slashed the hamstring from behind with an axe, leaving them open for a fatal blow to the side they couldn't reach. Of course it made the elephant quite furious ... I wouldn't recommend head on, but finesse and diversion tactics would be effective against any modern land animal (they did catch rhino too).  Ultimately one-hit kills are fantasy, unless you use a gun ... or get really lucky with a spear. 

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  13. Plague, venom/poison and pestilence would also be interesting.

    Severe drawbacks but unusual and deadly powers that in adventuring would be very useful. Plus the various reactions to your appearance.

    Plague godlike: "Are you well?" or "No one can enter this area, there's plague ... oh gods! How did you get out!?"

    Poison godlike: "I wouldn't drink from that cup, I just had a sip ..." or poison tasting scenario leaves you unharmed, etc.

    Pestilence godlike: Waitress screams upon seeing ****roaches scurry into your clothing. "What? They're born and raised in your kitchen."
     

  14. In terms of ability visuals a reaching, organically moving energy tendril with different colours and/or effects to indicate the emotion/effect being conveyed?

    Or perhaps an aura around the cipher and target that synchronizes (then triggers a kind of symbol) to indicate the ability used and success/failure, like a one sided Sims conversation. The direct mental powers should be rather covert. Perhaps only another cipher or soul attuned character can see the effect; so if an allied cipher sensitive isn't present you just see a weird guy standing there boldly and text dialogues in the event window describing 'feelings'.  

  15.  

    Dragon Age? You mean the game where the party would scatter all over the map, you couldn't block a gap, and tactics were hardly worth a damn? Yeah, sure.

     

    Yeah, in BG you coud block a gap you can also stand with bow waiting for mose big creature to blick in and kill it from safe ditance, the same you coud do in skyrim, killing giant with 100000000 fireballs standing on some high rock.

     

    I think that this was more glitch not tactic ... do you think that in real life a 1 warrior coud block whole corridor ? He whoud be pushed up bu someone stronger ... the same like in DA O ...

    In real life it happened, sometimes in truly awesome ways. A small unit of soldiers holding a pass against a massive enemy force? Hear of the movie 300? It is based on the historical battle of Thermopylae. A corridor can be held easily by a man or two, provided the enemy isn't suicidal or of far greater skill. Strength only counts if it can be used effectively. An idiot trying to barge through would only get himself stabbed to death.  

  16. However summon spells tend to linger; having some kind of counterbalance allows for more powerful summons at a price. I did not say that this was a mechanic in the Baldurs Gate series, however it could be used to allow summons of higher power without compromising the difficulty of the game. 

  17. Summoning should allow similar feats as the Baldurs Gate series; so choosing between specialized or mass summons and they have to be as powerful as the other magic spells of the same tier or otherwise useful or there is no point in investing in summon spells when you have destruction spells. Perhaps a staggering on stamina regen based on how many summon you have out; limiting your big spells to longer times per summon spell active, or something to that effect with an option to instantly dismiss them for the remaining cost of their summoning restored? Switching to a more useful summon or spell becomes less prohibitive that way. Unusual summons with perks and drawbacks would also make things interesting (demon summoning spells for example).

  18. It doesn't quite fit the traditional view of a martial artist; however considering the variety of martial arts you could certainly find examples of similar characters/styles. Dodging, evading and countering seem more like 'soft' skills while taking hits, absorbing damage and delivering damaging blows are all 'hard' skills. Perhaps they should explore a mix of the two to balance out the individual play styles. After all it comes down to personality and tactics whether you want 'hard' or 'soft' in a fight. 

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  19. Corpse Defiler

     

    There is no monstrous beast more feared than the Corpse Defiler on battlefields. It is ordinarily dormant. However when a dead body is scented the Corpse Defiler awakes and approaches. It travels by burrowing and is rarely noticed. It penetrates the body and fills it with eggs. Within seconds they hatch at which time the half dozen creatures within use the body like a puppet. They seek to strike down more victims to infest. Their actions are direct and the appearance of the possessed body; horrendous and disturbing. Soldiers recount seeing friends cut down by allies, of the grotesque swarms of biting worms that burst out of the corpse. The only sure way to strike at the adult is to wait for it to attempt to infest a new body and either hack it to death or use fire. It is heavily defended by the earth and corpse above however. 

    Horrible stories tell of men who suffering severe wounds have been targeted and infested while still alive; a fate far worse than death. When attacking the infested use what weapons remain in their stiff hands and if these prove useless or non-existent many of the worms extend and retract from the limbs and body trying to bite. The infected are heavily resistant to piercing damage as there are no vital organs; blunt and cutting weapons are good for damaging the puppet and forcing the worms free, exposed they are helpless to avoid attacks and are easy prey. The corpse is their armour. Stomping them is enough to kill and unlike the adult they lack the ability to burrow. They have been known to migrate to the nearest corpse if their own is broken. If they manage this they return to the fight at close to full strength. Offensive magic is very effective against the puppets, particularly frost. Cold causes the corpses to become rigid and immobile, forcing the worms out.

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  20. Sorry, I didn't really have a point to my last post; I just write whatever random things take my fancy.

     

    In regards to my earlier point; mounted combat doesn't need to go completely out the window if modern warfare has completely removed the practice. There are always people who stubbornly cling to traditions. You just have to make it clear in game how utterly useless this kind of combat is and problem solved. A demonstration would work well, or a part of the introduction to an ancient battlefield. Essentially impress the situation and it never has to be addressed again. However lack of military mounts does not mean that civilians don't still use them in day to day work; all it takes is a random cart or two in a cut scene and an animal contentedly eating grass in a field you can't access. It doesn't take much.

  21. Camels do work as a replacement as long as the climate is suitable.

    Given a long history, selective breeding and a lack of horses, there might be thicker fur camels that'd manage in the cooler zones.

     

     

    Many animals are simply unsuitable. There's been many attempts to use zebras as mounts, but while there's been individual success, on large scales zebras remain unusable, despite there being obvious benefits in domesticating them. There was a brief amount of thought in Finland/Sweden on using elks as cavalry mounts, but the idea was quickly abandoned (but it'd be pretty awesome in an RPG). 

     

    Of course, one can say magic and then it's all possible.

    Even without magic, while African elephants are well known to be undomesticatable/untamable, ancient egyptians and carthagenians nevertheless had elephant cavalry, which is a bit of mystery. Rhino cavalry would also be awesome, but I'm sure africans were aware of their awesomeness-potential and still never did anything of the sort, for probably good reason.

    In the case of African elephants it requires a systematic culture of breeding and training, something that is gone today. It would have taken a high degree experience to sufficiently train elephants for warfare. Even so they still carried spikes and mallets to kill the animal as they were prone to rampage or flee without care of which side was in the way. African elephants can be trained; there is at least one famous modern case, the circus elephant Jumbo. 

    There are plenty of extinct animals that could have made interesting mounts or beasts of burden, including mammoths and wooly rhino. Thinking out of the box there are plenty of large carnivores that could have made excellent mounts, assuming of course magic. From smilodon and  Kaposuchus saharicus to Megalania and various giant birds, either flightless and those capable of flying after eating a cow whole. Sounds kind of like a Griffin, right? Actually it was an ancestor of the condor, Argentavis magnificens; a bird with a wingspan like a small plane.   

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