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About LKD

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    (1) Prestidigitator
  1. Maybe it would be called fluff, but I like to think of it as immersion. If everyone stands around statically, it takes away from the game. People percieve more than they realize. If no one moves around that can be an exceptable limitation but in the back of your mind you know that it's poor design. If they stand around doing nothing I begin to feel that I'm not playing a game with characters. At some level they have to attempt to mimic being people or else you won't enjoy any of the game. No ammount of extra quests will compensate for an environment where you interact with signposts.
  2. Considering the prolification of wide screen 16:9 or 16:10 monitors, if the screen is not mainly side bars, I am concerned that you won't be able to utilize the setting as well as you could.
  3. I understand that. I was just thinking that a little translucent haze along all the cut lines of the ceiling will give a more ethereal feel to the room, and in turn, player's eyes less reason to be drawn to the cut lines. I feel personally that the stark lines are a bit of a distraction for my attention.
  4. I know what you mean. I'm doing a little QA now, and honestly, I would rather drink lye to end the suffering. You have to be a real zelot about details. I'd be fun to help, certainly, but they have to pay you for a reason...
  5. It's certainly a feasible thing. Problem is... How much programming are they going to put into the companions when they could put that same effort into the player's character story, or the world's size? It all comes down to economics sadly.
  6. I like the scene and the detal in the room. It looks great. I especially like the environmental lighting's effect on the area, specifically the book case at the top. I have 3 concerns which I'll try to explain, I hope. They are somewhat minor, but I believe would lend to a better experience for the players. The column tops being pure black seem to break up the room and feels like it's breaking the artistic design. I would love to see a little translucency to the tops so they don't seem so foreign to the scene. Possible all cut sections if that's even possible. The characters as sta
  7. It's all it really comes down to without a professional market survey. I feel that there is better financial sense in producing a designer add-on for persistance of the IP and for extending sales of the game beyond it's shelf life. I would be very curious on what the developers used in presentation of the economic viability when they tried to secure funding for the game. I would be really eye opening understand what they expected in terms of reception considering the game is going to be a difficult sale to anyone who hasn't played the engine before. Think we could petition them?
  8. I'm sure that the game will have it's fair share of easter eggs for those who want to find eveything there is to find.
  9. At worst, modding is a nice bit of advertising for the developer. If IE wasn't mod friendly, I doubt that there would be half as many people interested in seeing an updated version of the genre in P:E. Spellhold and the like keep people playing the game far longer than they would without the ability, and build a community around the IP that will carry it over to the next iteration quite well. It's fairly easy to sell a new product to people invested in modding and playing mods, it's much harder to reinvigorate interest in a game gone so many years later without this. If Fallout 3 &
  10. Yes, exactly. I surely didn't word it well enough, but the feeling i got from the posts far too regularly was that the theme of character personalities in PS:T weren't varried enough for a larger audience. While BGII had a wider appeal but lacked a compairable depth to their personalities. Thinking back on it, they seem a little cartoonish but I liked it for the setting. Likely this would be a view others feel in their preference to PS:T as a better experience in that regard. I do wish I had a greater history of playing these to mke a better assetion, but sadly I transitioned to out of the
  11. It's mentioned a few times by the posts, and really detailed by several of you, but I wonder why the comments keep coming back to Fetch quests being necessary or useful? I think the reward XP should come after meeting the goal, not when you complete the arc. Let me try to give an example or two... You walk into a town, they have little speach bubbles above their head remarking about how their daughter got bit by a rat and they're really sick. A fe others of the citizenry comment on this regularly to note there is a rat problem. No need for a quest or marker, or what have you. If you wa
  12. I have always been a fan of druids, not for the balance of nature or equaling out of forces which is impossible to portray, but because I love the thought that their power comes from life assisting their will. I really like the thought that a druid can with a couple snips of flowers ground up in earth and root you have a concoction to cure illness. That they can will the earth to let rain fall on a drought riddled landscape. Or for practical purposes, they ask the trees to caputure their enemies with roots, summon a bee swarm to assail the enemy. Previously one of the posters mentioned tha
  13. I'll slightly disagree here, I far often see people remark in this thread how they didn't like most or any of the characters of PS:T. Jethro touched on that just a couple posts up. It was a theme that some didn't find suitable to their game interest. The point of the diversity of the characters come down to, honestly: "Do I care about anyone here, or am I just seeing how big a damage number I can summon over my enemy?" If the various character's personality are diverse to cover a good range of personalities, then whether it's 8 or 80 is irrelevant. If the NPC's are themed to act roughly th
  14. I would like to play a little devil's advocate. I haven't played Torment, but will shortly, but what I am gathering from the discussion is that BGII had interesting personalities, but not enough depth, while Torment had a lot of depth, but not interesting enough personalities. If you were to take 9 (I thought there were only going to be 8?) of the BGII characters and give them a deeper repertuar of interaction and character development, would there be anyone unhappy with this result? While I'm a little hesitant about only a handful of NPC's, done well, that's more than enough for me. I
  15. An unfair over simplification. For every sanitized show like Dexter about an evil guy trying not to be evil you have 1000 shows about good people fighting evil. The real offenders are the B movies out there. I can name a dozen, but movies and shows almost never glorify evil, worst case they try to examine it from an artistic prospective that can be taken wrong. If you want to fault Holywood, you can fault them for not putting tallented people on the big screen. XD To me, it all comes down to whether it is an interesting story with a thought provoking, satisfying end... or not.
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