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Everything posted by Ffordesoon

  1. @OP: I'm a mod on the Wasteland 2 boards (please do stop by, BTW! We've cast Turn Undead on most of the shouty I-will-stab-you-if-you-like-any-RPG-made-after-this-arbitrary-date crowd, and it's become a nice little community), and I'm in the beta. It's cool having the game (which I do like, even in its current jank-filled state) on my computer already, it's nice to be part of a community dedicated to improving it, and watching the game get better has been an informative and intellectually stimulating experience. That said, the process of beta testing itself is excruciating. If yo
  2. I've been thinking about how the Ranger's pet fits into things for a little while, and I have a couple of questions: 1) If all Rangers get pets, and the Ranger's pet is more or less an extra party member, what's the drawback to being a Ranger? Even if Rangers and their pets share a pool of health, starting with two characters instead of one seems like a distinct advantage the Ranger has over every other class. What's the disadvantage that balances that out? In other words, why would I take another class over the Ranger? 2) Related to that, if Sagani (who I'm assuming is the Ranger c
  3. @KaineParker: Yeah, that's the thing. I actually started with 4E before moving on very quickly to Pathfinder, and the reason I chose to switch is because 4E is an amazing design document for an unmade video game that was mistakenly published as The New D&D. I've been delighted to see Sawyer taking so much from it, despite not being a fan of 4E proper. It's a shame there isn't a Pathfinder equivalent for 4E, because a lot of the design choices in it were sound ones that didn't go far enough. The changes to casters in particular were very smart. I sort of wish Wizards would rebra
  4. Seeing as I backed at the $1000 tier, I probably would not up my pledge, but the folks who paid a halfway reasonable amount might want to.
  5. Fair enough, then. I do agree that it's an interesting idea, and I am all for anything that makes the content the point.
  6. This seems to me like a solution to a nonexistent problem. I mean, if there are really people who don't want to see their XP gain for some reason, it seems easy enough to implement a toggle for that, so I'm for pleasing those folks. But wasn't the whole point of lashing XP gain to quest completion to prevent metagaming? Correct me if I'm wrong, but don't you get the same amount of XP no matter how you finish a quest? If that's the case, where's the temptation to metagame? Literally the only reason for this I can imagine is to discourage completionist behavior, and I'm not sure it would
  7. Argumentum ad populum is never the best choice, but is particularly ineffective when it's meant to discredit a creative decision in a game none of us have played. As a rule, I find it's better at this stage to say you don't like something, explain why, and see what the response is. Acting as if you speak for others is bad news all around, especially when you elected yourself spokesman in the first place. Not directed at anyone. Just saying.
  8. Steven Heck. I love Steven Heck to death. But, really, this may be where PST shone brightest of all. The amount of minor NPCs in Sigil who felt like they deserved their own games is staggering. Reekwind, Coaxmetal, the Crier of Es-Annon, that archer dude who used to travel with you that you can only talk to if you use Stories-Bones-Tell, Hargrimm, Pharod, the girl who's scared to go through any door, the guy who wants his name to crack the obelisk in two, Mebbeth, the fishwife, Jumble Murdersense, and on and on and on. It's not just the companions who are brilliantly drawn, it's every
  9. You folks who don't like achievement popups should know you can tell Steam not to notify you when you get an achievement. As for notifications within the in-game UI, yes, those should always be toggleable. The frequency of those notifications can also be a pain in the ass. If you're getting notified every time you kill five enemies ("5/75 Enemies Killed With Spear!), that's too much. On the other hand, some players seem to like that constant reinforcement. I suggest a toggle that allows you to turn achievement notifications on and off. If you have that checked to on, a small menu t
  10. It probably says something rather curious about me that I found the UI mockup more exciting and heartening than anything in the Big Update. Sure, the gameplay trailer was pretty neat, but seeing the way the systems interlock under the hood confirms for me that the folks at Obsidian are making the game I wanted Dragon Age to be. The fact that the Detailed Stats tab is not the one that's clicked makes me giddy with excitement.
  11. After pondering this for a good long while (ever since the idea was originally introduced, actually), I have come to the conclusion that the new stretch goals are well-planned enough that scope creep seems mostly - if not entirely - avoidable. As such, I am for them.
  12. @Jobby: I've... never actually played BG2. I started BG1 recently, and I've seen the opening of BG2, but my hope is to carry my BG1 character into BG2. Could you describe what you mean? @Lephys: Those are fair points, clearly. Although I would recommend looking at it from the opposite angle: if I'm a designer, and I've spent months designing and balancing all those complex systems around a single value, why would I want to spend the same amount of time - and, therefore, money - doing the same thing for a second value that's distinct from the first? It's not just "one more th
  13. Yeah, my thought was, "Everyone can be sneaky, but only the Rogue has specific moves designed to take advantage of sneakiness." That would make more sense than only Rogues being able to stealth and/or everyone being able to do Rogue stuff.
  14. Popping in to say I think the attributes are terrific. In re the Might controversy: I understand the idea that separating physical and magical damage gives you more roleplaying options in highly specific situations where that could matter, but I frankly can't bring myself to care. It sounds like there are ample opportunities for roleplaying in every other area of the game, and if the choice is between more dev focus on that and the hard work of balancing another attribute for the sake of a few people who cannot accept what is ultimately a small abstraction, I'll gladly take the former.
  15. I don't think it has as much to do with the graphics as it does the coherence of the aesthetic used. Mass Effect, with its swooping camera angles and close-ups of NPCs' faces, would need to be substantially redesigned to work as a text-based RPG, because its chief mode of storytelling is cinematic in nature. Watching the mouths of such hyperrealistic faces move up and down over and over again like a suffocating trout would look patently ridiculous. By contrast, attempting to portray the vast concatenation of details that a single paragraph of description in Planescape: Torment commu
  16. @OP: I think anyone who pledged money to PE has faith in Obsidian on some level, but there's a difference between faith and blind faith. Raising any concerns we might have on this forum is eminently reasonable. Some people here have perhaps gotten a bit too negative in the heat of passion, but in general, talking about the fears (and hopes!) we have about the game is good for everybody.
  17. Summary of this thread so far: You can't please everyone, but let's try and figure out how to please everyone anyway.
  18. Well, I wasn't saying the demon negotiation mechanics were perfect. There's a lot I would change about them, including some of the things you said. I'm just saying that it's a system I wish more cRPG designers would try to improve on, and that for all the crap people give JRPGs about focusing on combat, there's a famous and venerated series of JRPGs that has non-combat interactions built in at a systemic level. I will say, though, that I recall finding the demon negotiation mechanics in Strange Journey a bit lacking. I think the ones in SMTIV are great. It's simply a more fleshed-out s
  19. Perhaps because the majority of players finds combat fun on its own right, and if the game would only contain "meaningful" sequences, it would be woefully short? I think length is a big problem for cRPGs, actually. Most of them are too damn long, and I'd include a lot of my favorites on that list. I wish players didn't expect a certain length out of their cRPGs, because that's really hurting the games as experiences. I'd love to see a cRPG that's five to seven hours long, but has the depth of interaction to support 80+ hours of playtime.
  20. I think making the combat tactically interesting and strategically interesting, instead of just strategically interesting (which is the problem with most cRPGs) would solve most of your problems, Micamo. One thing that's interesting to me that is rarely done outside of the Shin Megami Tensei series is building negotiation in at a systemic level. I've been playing SMTIV lately, and one thing that keeps the combat interesting is the ability to negotiate with the demons you fight every round, and maybe even recruit them (which is the mechanic the series is based on, so that's not surprising)
  21. Be annoyed. RPGs that start with fighting tend to suck, and that opening scene always sucks.
  22. @Kjaamor: Heh, well, I was bored. Is it any shock I wrote a boring post? For the record, I don't necessarily disagree with any of your arguments, though I do obviously disagree about PST (and Icewind Dale, actually). You do have valid points, and you've argued them well. I just think your fears will be unfounded. I think what it comes down to is what works for each game and each player. PST is not the game for you, clearly, and that's fine. But I would argue that the way that game did things worked very well for that game, and that it worked very well for those who were willi
  23. Sigh. From the looks of things, I didn't make myself clear enough. Or it's not going to matter how clear I am. One of the two. Either way, now that the term "PC" has been used, this is going to turn into a Circular Logic-a-thon From Hell, and I do not have the emotional or mental capacity to deal with that right now. Maybe I can construct a rebuttal that doesn't involve me coming across as the stereotypical Shrill Liberal later. We'll see. But, for right now, I'm out.
  24. I gotta say, I hate the idea of any playable race having bonuses or penalties to attributes, unless there is a specific physical or mental difference within the lore that would affect them - and even then, I would rather they start out better at certain skills (e.g. Halflings are smaller than humans, and thus have a bonus to Dodge and Sneak), or have skills exclusive to their race (e.g. natural Waterbreathing for Argonians in TES). But I hate all that -2 to INT junk, because there's something so horribly phrenological about it. You're basically saying that orcs can never be as smart as hu
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