Jump to content

savior1024

Initiates
  • Posts

    4
  • Joined

  • Last visited

Everything posted by savior1024

  1. ^this one I completely approve of, as in the older editions of D&D there was indeed a monetary/material/time cost attached to learning new spells and scribing scrolls into your spellbook. It was one of the prices you paid for power. Back in the day, magic used to be a Big Deal. Spells were a significant game changer on the battlefield. But hey, just be thankful Obsidian is only implementing a "copy cost". They could easily have done much much more. In the old editions of D&D every time you cast a spell there's a monetary cost, as most spells have material components, most of those components are rare and many of them are quite expensive, and all of them are consumed when the spell is being cast. My point exactly, but in the other way around: why bring back such outdated concepts? Or at least do it in a way that makes sense. Actually, in a low-magic world, I would even prefer component-management to copy-cost, at least for the more powerful spells. And I am not thinking bat guano
  2. Great update. The druid sounds awesome -- I will probably play one, I am in that mood nowadays. However, I am sorry to say that the wizard is just ... meh. It sounds as you have taken the worst aspects of the AD&D wizard, kept that and thrown out all the rest. Just to name a few: The grimoire is very illogical. If it is not the wizard who shapes the magical energy, but the grimoire: a man- (or something else-) -made item, then how did they came into existance in the first place? It would be much better if, say, the wizards had scientific knowledge of different material, shapes, etc. and could use those as foci (like components in AD&D, just not so random). Don't get me wrong: I like grimoires, but having them as the only form of focus just doesn't cut it for me. The two ideas can actually be connected very easily, e.g. if ruby has an affinity towards fire, you have to write the Fireball spell into your grimoire with an ink made from ruby powder. Why do you have to pay copper pieces when you learn a new spell from an enemy's grimoire? To whom do you pay it?! I think it would make much more sense to have some other cost, e.g. while learning the spell, it could take up two slots instead of one and/or even being uncastable until you learn it. Also, the idea of materials as foci could actually explain why you lose money (have to buy that ruby ink...) The spells. While the latters ones are OK, it's a bit disheartening to just see Burning Hands, Magic Missile, Shocking Grasp, etc. rehashed. Also, with a fixed list of spells, where does the "experimenting" part come into play? Sorry for being a bit too harsh, and I understand that you probably wanted something traditional in the wizard, but I can't help but feel it a bit lazy.
  3. Hi guys, good to see that the game is coming along nicely. A know it's a huge work, I don't if the animations have been finalized yet, and I don't want to be bitching, but I couldn't help but notice a few things: The characters in the video are moving like small robots on speed. From the scene where the party is running at 0:35-0:40. everybody moves to the same rhythm everybody runs the same way, class/armor/stats/etc. nonwithstanding also, they could look around now and then, appreciating the scenery or looking out for ambush In the aforementioned scene, it seems as if the characters were looking down, instead of forward. The characters must be super tough, as they don't even seem to realize when they are hit in battle. I hope these issues can be fixed with not too much effort (and that 1/1 is not a limitation of Unity...).
  4. I agree with staeff that there is no need for the conversiation UI to look like a chat log. If the game was a cyberpunk RPG, it would fit the mood, but not like this. So, a few suggestions: 1. Display the name of the character in the window "title", or under their image on the left. 2. Do not display the name in the panel, or if you want to 3. Display it only when it's the NPC's turn to speak, not for every sentence he tells. In this case, it would be the best, if the name was displayed above the text, instead of inline: Esmael: "Yadda-yadda" "Yadda-yadda" Player: "Blah-blah-blah"
×
×
  • Create New...