Jump to content

Sheikh

Members
  • Posts

    398
  • Joined

  • Last visited

Everything posted by Sheikh

  1. If I was 12 I would find it a valid issue because of my small attention span and lack of patience
  2. If completing additional stretch goals means more development time that you can allow yourselves then yes, otherwise quality over quantity.
  3. Trees are beautiful. Also I like the trolls, pretty unique. They need some lively animations to make them come alive though, because their hands are so small.
  4. I definitily would have a recollection of what last happened before I was in a tomb and that is far more significant to me than "I dont know how I got here". In that way the intro is just plain bad.
  5. What I dont like to see is evil acts adding up to a bad reputation. Reputation is unrealistic. In a medieval world paesants would barely know of what their king was doing or what their country was up to let alone some knights. If there is a reputation system for gameplay reasons then I would like to see it be limited. Crimes that are not witnessed would not add up to reputation.
  6. That may be a little tougher to pull off. In that example, I could easily see both spells resulting in say 6D6 fire damage, but having a different visual spell effect. I kind of share the same concern over Ciphers. How do you uniquely represent their capabilities? Lets say there is a spell called Mind Spike. Is it just going to be a renamed Hold Person? I don't envy the developers trying to come up with unique capabilities. Basically if they had 2 spells that do something similar or very similar, but describe them creatively that they achieve this in very different ways it would be good enough. In other words window dressing would be of good use in this case. But what I originally wanted to say was that there was no clear or distinctive gameplay theme to druid spells in the infinity engine games that I have played leaving druids a little bland on that part.
  7. I find their approach too radical. I didnt like path of exile that much either. I think the best way would be to build a system that is a hybrid of these two extreme ends. Although the dnd system never really was at the extreme opposite end of what PE is going with either, at least not in 3e like IWD2. Intelligence was still good on a rogue and consitution was still good on a wizard. That was a decent system at the core, but very crude. A better approach would have been to make a similar system that is more sophisticated.
  8. This post contains a post from Sawyer that states "Currently, spells are entirely unique to each class." Its unlinked so I don't know where it originated or if its true. Thats pretty cool, I hope its not like wizard can cast a fireball and druid can cast a meteor with both doing more or less the same thing.
  9. I would like druids spells to have a unique niche thats different from clerical supportive spells or wizardly damage spells. Perhaps mostly utility spells like engtangle.
  10. I think some of the fetch quests could be in the form of you finding work. You go talk to whatever person and some dialogue options hint at being able to get the quest. If you get it depends on your charisma, talking skills and which dialogue options you choose exactly. About quests coming up spontaneously that could depend on the characters race, class and alignment. So a half elf druid would not get a quest pop up for exploring the dungeons beneath an ancient ruined city while a dwarven warrior or human paladin would. Just because I think simple fetch favors can be made into "unofficial quests" does not mean that I'm in any way suggesting that all unofficial quests must involve fetching. Nor am I commenting on the percentage of quest content in the game that these types of things should comprise. You're bringing up valid points, but they aren't actually contrary to any of the particulars of my general idea. It isn't really that difficult, btw, when you're building these things from the ground up. There are only so many things that will fulfill that person's need (weapons, or currency with which to buy weapons, or maybe crafting materials for weapons, if that faction/person has a crafter). These are all pre-determined factors, since you, the developer, hand-crafted this scenario. Anywho, it's not exactly hard to get weapons. Or herbs, or bread, etc. In most games, they justify these tasks' "questness" by always throwing in some out-of-the-ordinary factor. "No, I need ONLY the weapons that come from the Bandits in the Bekanzi Forest!", or "No, I need ONLY the herbs that grow at the mouth of the volcano where the dragon dwells!", or "No, I can ONLY get bread from this particular masterful baker in Venithar!" While it's not unheard of that some people in the game would need specific things like this, at the very least, all this does is completely exclude the more commonplace needs and effects of helping people and factions throughout the game that could potentially interact with your specific iteration of the narrative in various interesting ways. Yes, the idea extends beyond just fetch quests, but it was the simplicity of fetch quests that got me brainstorming to similar setups. I mean, if you find some tarnished old ring somewhere, there's typically some quest to return that to someone you find out is seeking it, because it was lost long ago. This is quite commonly just a "Oh, thanks! (people now think you're even Good-er than you were) Here's like 20 gold, and some XP, because, obviously I have to reward you for your trouble!" And that's great, but why are the only people in the world who are looking for something you happened to find just good, kind-hearted little innocent folk who only want to extend a heartfelt thanks and will now cherish their heirloom forever? What if they actually have some sinister plan to use that ring to forge some document seals or something, and they just used you to find the ring? Boom. Helping people isn't always just a mild, positive reward. We just threw dynamics into the outcome of overly simplistic "I happened to find this item while out-and-about, and someone happened to be looking for it, and rewarded me and was very happy to have it back, it turns out" quests. Again, all this is is a discussion of why I think simplistic quests -- much like the ones that get dubbed simply "fetch quests" -- are such a boring cliche nowadays in the land of RPGs, and what I think we can do about that that doesn't involve "just make different quests, because fetching things is stupid and dull and simplistic." I just think the main reason they're so drab is that all there is to them is fetching things. It's either going out of your way for a little extra gold and some XP, or, if its not quite as bad, just an errand you run while performing other tasks. I.e. "gather 15 herbs that only grow near this cave whilst exploring the cave for some other quest." They're just simplified "extra quantity of effort = extra direct reward" things, and that's what I think we can change for the better. So lets say if you find a valuable engraved ring and you guess it could be someones from a nearby city, then you could sell it to a collector. If you returned it to its owner he/she would give you nothing but thanks, unless you tried to extort cash from her for it? That would be more in the realm of an evil character.
  11. Ive noticed this alot in infinity engine games that the only option, or the option that gives you the biggest gameplay advantage when chatting to people is the option that sets you into the role of a "good and reasonable guy". I wish this was another way more often.
  12. Fundamentally I am not against subclasses for adding variety to character creation, but one thing I dont like is a subclass representing more or less a hybrid of its basic and another basic class. So I think the NWN prestige classes are the most reasonable option in terms of that.
  13. The passive team feats you brought out would be interesting from a gameplay perspective, but kind of uninviting from a realism perspective. If the devs could come up with something of that sort that reflects the realism behind the idea of that team feat more directly then Id be all for them.
  14. I think the best application for these feats is in situations that require teamwork to be pulled off. For example, "Diversion". It would have a wide range of applications, each situation requiring different abilities/skills/feats of the participants. First point in the feat would make such manuevers possible, second point would make them more effective, etc. This would be a good reason to give different party members auxiliary points in various skills.
  15. I think people band together in a party because they go on advantures to earn money. Or just do odd jobs of this or that kind if they arent going to disband, that require varying skillsets as well as ample time, perfect for a party of wanderers. I think that ought to be the main premise for the PC and I hope there isnt going to be too much deviation from that.
  16. Whatever you brought out there doesnt sound like a real *teamwork* feat. If they had such things I would like them to be such which aboslutely require teamwork. Just my 2c.
  17. I always thought of durability as something that just adds immersion to the game in the form of a minor mechanic that for the most part adds a touch of realism to the game, not as a major gameplay mechanic. Too bad its not gonna make it.
  18. I am pretty skeptical based on this update about crafting. Sounds like itll be a window dressing or like runescape. Also by what logic does repair skill make your weapons break less when you use them? Now that sounds like morrowind or oblivion... On the other hand I think durability may play a more important role, if you are travelling through to somewhere and many of your weapons break for some reason and you have to go back to the area you started your journey from.
  19. Use save files named "johnnyboy x" where x is a sequential number that corresponds to progress. I dont see a problem, unless you are working on multiple characters at the same time.
  20. Hell no. It sets you up for the more interesting things and overall it still lasts only a small fraction of the total playtime. Although maybe thats not the type of gameplay everyone is looking for.
  21. I think in the era where PE takes inspiration from firearms werent very widespread yet.
  22. Godlikes are a race, or at least a subrace, which amonst other things means they are more often on the same wavelength when communicating and more often share interests and have similar views on the same things. At least thats the way it works in real life in terms of ethnoracial background of people. So I dont see any reason for them not to have subcultures. But a subculture also means a culture has developed from those things they share more commonly than with the rest of the populace of the same basic race. Discrimination against a certain subrace could stop that from happening, so perhaps not all subraces would have a subculture.
  23. I would break down the rogue class into 2 apsects: 1. A skillful, agile and resourceful guy. 2. A charismatic and manipulative guy Could they be broken into two since I would love playing as the first one while I hate playing as the second one. Since Ive heard class restrictions will be more loose in PE, perhaps you could take a monk or ranger and boost his dexterity which results in him not only being better at fighting, but also gives him a fairly good ability at opening locks and disarming traps and perhaps something more, with the appropriate skills given.
  24. If its something ordinary, the way it would be if it werent pink or purple, then I wont mind if it is pink or purple either. For example nobles clothing. Vikings probably used pink and purple clothes (they used colorful clothing), but those were still ordinary clothes. if you combine these colors with something that looks otherwise funky then it goes over the top and breaks immersion.
  25. wouldn't you then have a repetetive cinematic? Yes. The point is, resting becomes somewhat more difficult than a 2-3s moment and a message "rested 8 hours". Lets say you have a 10-15s clip instead. It brings you more in touch with the game. They could have a different clip for each city and every type of locale. just an idea.
×
×
  • Create New...