Jump to content

cleric Nemir

Members
  • Posts

    105
  • Joined

  • Last visited

Everything posted by cleric Nemir

  1. Oh look,a place to throw rocks at NWN 2.. Jokes aside,I actually want to say something regarding the post. Capslock time. WHATEVER YOU DO,DO NOT FORCE US TO DRAG AROUND YOUR NPC CHARACTERS. Make this a golden rule. I simply do not wish to have been made to go to a key location followed by an NPC that I dislike. NEVER. Make me choose,make me regret,but do not force it upon me. That's all I wish to say here.
  2. So the same places for all and different choices to be made at them? This is good. Add in the change to the area itself,for example a destroyed town or saved and prosperous after your character storms trough it with his decisions. I'm for it all,as long as it will make me want to play it again and see it all different.
  3. pfffffff... this seems harder than I expected. The more I think about it,the more I get my thoughts divided. I voted Baldur's Gate,mainly because I want to see it "redone" in a sense,as it deserves. In my desperate hunger for rpg,I want to explore the living sh.. out of the P:E,slowly and fanatically. But the Arcanum/ToEE/Fallout system has a strong grip on my liking too,and it can provide an exact and equal level of exploration pleasure... Yet these two cannot be successfully combined,I'm afraid. It's one or the other. All variations come down to these two basics. So in a war of area by area versus click-to&discover... Gods,it's hard. I will shortly be done with the SoZ,at least the impression you all speak off;I decided to play it in spite of being discouraged by many friends and my personal disappointment in NWN 2 in general. I haven't checked the solution from SoZ,it might shed a new light on this.
  4. Agreed,I understand and support the need of a story that has a main line. But wouldn't you agree there's no need the choices that truly change the game story are,in most games,made at the very end rather than in the midgame? I would perfectly enjoy having my good/neutral/evil choice offered a lot earlier,that way I could approach the final evil (what else? ) from different sides and with different intentions. If there was a crossroad point earlier that clearly defines one of these alignments,I could choose one and easily (add: gladly) follow it towards the end - and there I would consider law/neutral/chaos ending that suits me most. To me,this would be a perfect setting. Add the ToEE's different beginnings and sum t up as such: begin differently based on alignment,arrive to midgame point that is same for all,end midgame with alignment-based choice that will define the endgame and make a final law/neutral/chaos end based on chosen good/neutral/evil path. Bonus on the replay value would be also tremendous,since alternate paths and choices would remain unknown.
  5. Aeternum. And get the band Aeternum(one of them,anyway) to do a soundtrack so you can play Aeternum while listening to Aeternum,aeterumnaly.
  6. Neverwinter had unlimited rest versus no resting areas,and that did not diminished the playability(some will find this arguable,but the nwn series were good nevertheless,let's stop at that). HOWEVER,I feel the need to point out the solution from ToEE,where the rest is allowed everywhere,BUT SCALED FROM SAFE TO UNSAFE. This solution,I think,solves everything you all stated here,and I say let it be done like this. I'll further explain a safe vs. unsafe rest,just in case safe rest-hit rest and rest until fully healed,time passed resting is scaled based injuries(missing HP) unsafe rest-you can attempt rest,but be ready to get encountered/ambushed by local monsters. More time needed to fully rest=more chances of encounter interrupting it. Color the rest button from green(safe) to red(unsafe),with orange moderate in between. Problem solved,yes?
  7. Latin? How about Aeternum? it sounds good enough.
  8. Hi all,I am new here,but for a reason. I think that the replay value is THE key element to a successful RPG. Does anyone remember "Temple of Elemental evil"? You begin the game from a different location and get a different quest based on your alignment. I like this as an idea,and would like to see it even further detailed - for example: a human ranger,lawful good,would be a small town hunter given first quest to deal with local poacher band,but if your ranger is lawful evil he starts as the poacher himself,from a band camped in the wilderness,with a quest to deliver a supply of illegal goods. A true neutral human druid and true neutral elf one would not start from the same place nor with a same starting quest,barbarian can start in a mercenary outpost or in a tribe of his race and so on. Further yet,a player could begin from a map that is not even seen by some other alignment/race choice until further ingame,or never at all. It is a helluva work to make that many options and dialogues,I am aware,but it would give an epic replay value to the game,making it longlasting. I would love seeing this done,so please give your thoughts on this one.
×
×
  • Create New...