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cleric Nemir

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Everything posted by cleric Nemir

  1. It's the money. It's always money. The market that refuses to see us as a group of interest,we can wave our bills all we want - and we are the ones that will pay,certainly and gladly - but they want more. We tried to prove our numbers - still we are graded as a bunch of oldschool players in a sea of freshborn customers-to-be. It's not a fast food market,dafuq. Noone ever stops to think how and why we even grow in such number. Certain people will always like RPGs,and some of those are yet to be born. The number ain't small,that is a fact. Ultimately,they all fail when they try to present us with something they think we want and like (with the little bit of "simplify-and-focus-flashy-action-so-that-more-people-would-buy"). Look at the greatly announced Kingdoms of Amalur - what a dud. And all the complains about piracy and how piracy is guilty for their demise! Piracy is not a problem,problem is your very product. I will pay if you deliver me what I expected,at least. Sorry all,had to mention this,it irritates me too often. We had some long years since the Black isle,fed on scrap,I was growing desperate until all this with Numenera and Eternity. My wisdom failed me - Kickstarter never even occurred to me as an option.. Yes,I was actually stressing myself over how to help and further engage people into fight with the grand beasts of the gaming market. Anyway - glad something finally happened. If P:E and T:ToN,these two bombs,hit their target maybe it will do much good for the future of RPGs.
  2. Agreed,most probably the truest RPGs are ones that give us most choices. And the games that actually do this? Well,by constantly adding more options that enrich the game mechanics we seen would seem the right course in evolution. It is a goal yet to be accomplished,but with no doubt the goal developers should always bear in mind.
  3. I can only advise without giving any spoils by saying "Go for it." As for tips,feel safe to text me a message here on the forum,there are useful tips that will not spoil your experience and will save you from reloading an earlier savegame. It is not a problem for me to answer with an advice when you are further ingame and get stuck or doubtful about something. Just explain the situation and I will recognize it,I'm sure.
  4. IWD2 "flashiness" with just a little modern makeup will do fine,my opinion.
  5. The only way to summarize every version of "what makes a true RPG" would be to say: Role playing game is a game that strives to opt you with a wide variety of freedoms,choices and consequences that you can explore-/&-exploit to your personal liking.
  6. But we can only "tell" a character what we truly want it to do to a certain limit - no game made so far gave each and every one of us the exact freedom of our choice. We can only hope to find given options to our liking;if the game does not present us such,then it is only a "control of a character". Face it,people,we are trying to backtrack the term RPG to where we first met it - the games from the era of D&D,and we get ricochets of it's universality. What of the younger players? Have you ever tried to explain to someone who played only Witcher,Assasin's,etc. why it is not "the true RPG" and faced problems? We are only accustomed to a certain type,a mere 10 or so games,to be called RPG,and to us other games are not. The future to be P:E and Tides of Numenera are a sequel to that type of games specifically,of course we are calling it the true RPG. To us that is what it means.
  7. And I would,once again,like to mention the Temple of Elemental Evil,do not hate me for it,but it is a good source-rather a model-for most of the suggestions I've seen here on the forum. Let me be clear once more: the solutions of ToEE may not be entirely perfect,but they provide more than a start and still they remain overlooked by the majority.
  8. That is the very description of war. I wouldn't also call it an RPG,but that's just us.
  9. ^Well,I do admit I felt the same,but I was swayed by the design enough to press on. Never liked dungeon crawlers. I would say more but it would be a spoil.
  10. The platinum/gold/silver/copper like in ToEE is something I would welcome
  11. I agree that RPG can be anything. Heck,I like Silent Hill - it can be called RPG,sure. What I instead end up doing is saying "RPG" while meaning strictly D&D,Fallouts,Planescape and so. It is a wide-purpose term that most of us will ever only use when regarding these games,and these games only - and going by that logic,I will always classify Silent Hill as an action/adventure(survival horror is a description ). But what does truly define an RPG genre? I think it is only ourselves. Whenever we feel a deep connection with the game's protagonist we experience the game as role-playing. I will simply continue to name a certain group of games (the true)RPG,since they were classified like that at some point and I am used to connecting that term to those games. There is no other way to explain this than saying "It has become a habit".
  12. No doubt it would prove amazing to make it so detailed,I would first welcome this,but the fear of overburdening the developers with all that still stands.
  13. Hi people. My name here really says all,so I would like to share what I aim for and hope for as a cleric/priest/callitwhatUlike,it may be useful coming from a dedicated player. Know that I am a cleric strictly in all games,other classes only if the game tempts me to replay it. And I hate paladins. What I like is the concept of cleric we had so far - a demifighter and a healer that is allowed extra talent trough domains and a deity. I do not wish to play this priest class as something overly different to this concept. I like playing cleric as is,other classes are not my thing. This doesn't mean I like every detail about clerics so far,as I will explain. First of all,deity. I would love to see more display of zeal that my character shows towards anything concerning his god/goddess. So far,clerics cast divine magic (any speculation on how come the druids also cast divine can lead to a lot. I find it amusing that nature and god are,this way,a same thing.. but let us not go there ). As I see it,it is a power bestowed upon them in return for their worship. This contact must be a part of every cleric's action. As for domains,I would prefer them limited and in tight connection to the deity. Ex: Priest of Bane? Domains Law/Evil/Destruction/Tyranny/Hatred. Choose two. Deities that deal in arcane should not make anything different, the priest receives power to cast from deity - it is a category labeled divine. I thought this to be common knowledge,now I know. So,step two. Healing or harming,as I like to understand it,is chanelling of vast energy,obtained trough deity,for it's name's purpose. I like the rest of the spellset to deal in buffs/debuffs with extra spells in regard to domains,nothing more needed there. Sometimes I feel the sets I saw in games so far are a little overfilled. Nevertheless: healing and harming are on the must list for a priest as far as I am concerned. I am speaking as all-games cleric after all,and I like the job. Wizards and such can benefit with vampiric spells,as before,so no heal spell for them,thank you. Lastly,the weapons and armor of a cleric/priest/whatever. As much as I wan't to justify the standards we have saying things like "of course he will be armored well,he's fragile,and he needs to buff the muscle rather than self" or "mace and morningstar are perfect weapons for him,sword needs training-club needs be only swing'd",I am open to new standards. A priestly robes and a deity's symbol or a tome in the offhand is fine by me,but I prefer the warpriest version. I like shields,but never seen any with a deity symbol on it lately,so I would prefer a holy-symbol-on-a-chain/book instead,whatever this priest class turns out to be. There goes my opinion. Feel free to ask or comment,as of other clerics out there-do report in.
  14. ^Circle of Eight mod. Regarding ToEE,I would have to say very much about it. It holds a special place in my gaming experience,and besides it being fairly short,extremely bugged (not after CoE,do not get discouraged) and somehow "incomplete",it provided new approaches,new ideas,and when you sum all the little details it serves as a great example on how things can be done. I was knocked by different beginnings based on party's alignment and how your first quest goes along with it. I liked most how magic missile and every spell further that fires multiple projectiles can be used more tactically,as you can assign every projectile to a target of your choice. I was fond of again seeing bucklers alongside two handed weaponry and javelins as another ranged weapon,I was awed by the vast collection of spells to be learned. I liked how rest button was colored green when location is safe to rest and orange to red when it wasn't,same as colored journal entries and feats. The unique icons,the design of locations,the customization of characters and how they look ingame...The game has basically all the other titles had combined,when it comes to combat,tactics and cosmetics,possibly more. And all these details are done so well that it feels unmistakably advanced compared to other titles. The story and quests are good,on moments brilliant. Ending is fair and to most will be satisfying. I replayed it,however,only because of "that something",that impression that ToEE leaves on you when you play it,especially when in combat. That said,ToEE is a game that left much to think about,much to learn about and yet got neglected by many. If anyone is interested in tips without spoils,send a message. I replayed it last summer,still fairly fresh in my mind.
  15. Voted Japanese,for the lulz. I like their work on the genre,they deserve having more comfort in facing our. By "our",I mean english. I am not an english native,but I could not imagine the RPG,nor play it comfortably,in a language other than that,yet I feel the japanese (chinese and korean too,mind me for loving only Nippon) can say they want it in their language with more reason behind it then others-they have their unique RPG system,everything about them is a degree more than we can say about our international differences.Russians,spanish,french and german on the other hand are simply too stubborn with their language "needs",let them have it.. Just my opinion,no stress.To each their own? Only if a good enough reason stands behind it,I think. I would hate (I do hate) how Bastard Sword +1 sounds translated in serbian (yep,me) and when it comes to Studded Leather Armor I begin to vomit. Oklop od Štavljene Kože,jbt.. ili još gore Gunj. Terrors of truly inappropriate language and it's words.
  16. Anything beyond simple implementation of a food bag that restocks at inn and depletes at resting outdoor means much work. Risking to sound like Bethesda lover (which I am not),they can revert to mods later.. As of start,a bag occupying one slot,with just a "foods and drink for the journey" description that is completely handled automatically. You talk to the innkeeper and get a dialog "I would like to buy food and drink for the journey",pay the price and set sail. You rest at a forest camp in the middle of nowhere - bag depletes in scale with the number of party members and you are healed & restored in a more convincing manner. Limit the bag with ,say,6 uses per full party rest and that's that. At 7th rest HP restored is small,at 8th none. At 9th,you risk a disease or such,and so on. Ranger and druid like classes can use survival skill on the bag to refill it,here's chance to make further use,even a need of such class in the party. Anyhow,I will just add that being english is not my native,I tend to simplify my words rather than embarrassing myself with poor attempts of eloquence,and luckily I found a simple,direct words are more rewarding when things are discussed. Keeps the thread from looking like an eastern scroll of "mine is bigger than yours". Think of it as using my WIS modifier rather than INT in real life. Do I have or lack any is arguable enough,but fun to see,I imagine.
  17. Trees,stones and such,if present in the fighting area could also protect from AOE spells. And spells that target one creature(there are plenty of those as we well know) are a natural counter to any blocking of such,no problem in there whatsoever - this is an improvement in tactics. This is a good idea,and it would definitely add spice. If the devs decide that they cannot afford to bother with it now,perhaps they will consider adding it as a mod they can dedicate to after the release. Every improvement to our beloved genre should be welcome,and this one is very good.
  18. The P:E is announced as oldschool RPG. Question in this thread regards the resting system,and unless someone displays their genius by proposing an entirely new approach on the matter,we are to choose from the already done. We had very limited resting in Planescape and very unlimited in NWN,I found the classic safe/not safe choice to be only logical,it is sort of a golden middle,neither too harsh nor too unrealistic. The resting system of ToEE is an adequate one,being basically same like in Baldur's/Icewind and user friendly while at it. To make this optional as in post above is a good idea,however. I agree. In general,I do not mind playing another NWN,but I would rather seen it done the classic way. That's how I hear "oldschool RPG". We could use a poll,for what it's worth,ultimately.
  19. AHAHAHAH,I like you already. Ok,see,this is what we mostly do here - argue over our opinions and differences instead of trying to find universal solutions. Arguing can take forever,I wanna see some solutions that everyone can agree upon. Yet I get carried away,like all..
  20. Magically potent individuals,their groups,orders,factions fighting all over the place because of racist sexual and other discrimination is chaos. Why would a bunch of wizards discriminate women instead of welcoming another talent to their rank? Unless Terry Pratchett is assigned on the game.. Yet even ole Terry explained best what happens when wizards start fighting - a lesson you need learn only once. Unless the setting of a world is chaotic,levels of intolerance should be minimal to none. >sigh< I do not think it is a good idea to restrict our characters in such manner,or any at all. Neither should I said anything more than this,yes,all things can be argued,I am aware,have my answer to the thread and leave it at that.
  21. Wow. I certainly had fun reading all this. Which made me see just how much can people yank endlessly around the topic thinking they contribute,both to their online image and the matter at hand. So I summed up the relevant things and saw this: You all are mostly interested in alignment characteristics be made more profane,so NPCs that can change their alignment throughout the game is plausible to most. So is to me. There,this wasn't hard was it..
  22. ... To add a bag,a traveler,adventurer or whatever bag that contains rations,occupies a unique slot and is gradually depleted on every outdoor rest,restocked for appropriate price at an inn and infoed about in the textbox is not a hard thing to do. Or maybe I should put it in this here thread http://forums.obsidian.net/topic/63145-small-suggestions-easily-implemented-ideas-quickfire-thoughts/
  23. The only thing that interests me as "crafting" is the ability to a)improve , b)modify , and c)create my own epic X,Y,Z,explained below: a)improve - to craft an improved version of potion or a thrown item that would otherwise be unavailable for me to obtain throughout the game b)modify - to modify an armor or weapon both visually and it's statistics c)create my own - to start from scratch and create a unique armors and weapons exactly to my liking and name it as i please. A crafting system similar to that of Neverwinter series. Nothing more,nothing less. In any case-yes,I am for a crafting skill: the crafting should be implemented only as an optional skill for those that want to bother with the mentioned a),b) and c),available to all,forced to none,and left entirely for a player to choose whether he/she likes and wants it or not.
  24. You all seem to forget a key argument in this "problem". A world of fantasy RPG is NOT similar to our own dark and medieval times. If a female sorcerer that can easily burn down half of town is being provoked in such a world,only thing that can happen is - a half of town is destroyed. And we are not talking about ONE female. A world of monsters and magically tainted individuals would be turned to a world of chaos if such stereotypes existed. So either a setting is a world of chaos or a world where someone watches their mouth lest be purged or raided together with his whole family,friends etc. Only game that had the bigotry implementation well done is Lionheart,and it should be clear to all familiar with this game why such setting was at place in that world,and herefore why it isn't to our future-to-be world of P:E. Now let us proceed.
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