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Everything posted by Zoma
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I just noticed the parry skill is still not working as intended. Several patches and one expansion later, its still screwed up. Obsidian, could you please fix it finally once and for all?
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Just watched Macross Frontier episode 12. The ending made my jaw slam down onto the ground. This is a pure win for a cliffhanger.
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With all this buy low and sell high trade system, I hope there is a medium in the game that allows to carry trading supplies in form similar to caravans for trade. Otherwise, filling the inventory slots of the PCs throughout the game with trade materials from town A to town B seems unnecessarily tedious. So I hope there is an option to purchase trade caravans/wagons eventually once the player starts up his or her trade company. Caravan animations be simplified by merely plotting trade routes between town A to town B with small animations playing on the overland background.
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2 of my chars are plagued with some fever resulting in lowered dex and strength attributes just for resting in a dirty tower at the the moat location. If the player constantly reload the save until you get a perfect rest, well, no one can stop anyone from abusing the system huh.
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Temple of Elemental Evil's rest system is what I think, correctly implemented. The number of hit points a character recovers from a rest is based on the number of levels he is. For example, a level 3 character will recover 3HP per rest. In addition, wounded characters resting in dirty locations or in jungles will have to perform fortitude DC saves. Failing to reach the DC required will result in being diseased or a penalty with character's stats as he or she becomes sick. This itself with additional monster ambush on a resting party puts restrictions on players to rely too heavily on resting and be more resourceful with the available items to accomplish objectives in the middle of a quest. Finally, Inns in the game will finally have an important role to play as it is the only location where players can rest safely in the provided green zone.
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*Mutters about interviews not asking nifty questions like the proper implementation of Rest System and the Death System in SoZ*
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Neverwinter Nights is an already an established franchise, the footing and framework of the game already done by Bioware. Obsidian merely improves upon it with NWN2 being the sequel. And yes, I am refering to original IP specifically to AP, which I feel like some posters in the thread, that Obsidian is trying to please everyone in terms several areas of gameplay like action, stealth and movie-like cutscenes. What I am fearful is usually such goals often end up with each aspect of the gameplay being mediocre due to lack of focus. A quite common flaw in many games that attempt to please every casual crowd in the market. Of course, keep in mind my opinion thus far is formed due to still lacking of information regarding of AP. Hopefully E3 will bring some answers that reassures me.
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I certainly see Galactic Civilizations 2 and Sins of the Solar Empire being profitable games despite selling less than a million copies, since the budget are distributed accordingly to the sales target. Furthermore, these games are developed to please the niche market only. I'm kind of hoping Obsidian would take that direction, but I guess it would seem they are still trying to find their footing in the market.
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I have the impression that imaged being 'furnished' with photoshop ect since it looks far more atmospheric than the other IG screenies. Prove me wrong and I will be a happy bunny.
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DINO! COMPANION! It better be big so I don't feel awkward calling it Godzilla.
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How does Freelancer plays online? Being an open world game and all.
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Rainbow Six Vegas 2 coop pls
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So are you going to buy Mass Effect PC ?
Zoma replied to Kaftan Barlast's topic in Computer and Console
Wow. I missed that one. Not surprising since I simply spent my time farming 'survey' quests than reading the actual content. -
Strength is important, especially in the last few sectors where you are against tanks. Your team must be equipped with enough mortal and LAW rounds to complete the level and often, you have only got one opportunity to kill one of these tanks since they could basically gib you in one round.
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I apologise. Using Thief as an example is a poor one since its a game lacking of any RPG characteristics and it is a stealth focused gameplay only. I will fall back to simply Deus Ex as the sole example with the only game being comparable to AP. I believe its not a matter of hoarding the item, but rather making the player utilize the resources given at its very best. The 'hoarding' part can be easily limited by utilizing inventory system by upgradable belt and pouch system, both for the purpose of carrying the number of ammo magazines, grenades and gadgets. The player is still capable of swapping weapons from fallen enemies as well as salvaging ammo that is restricted to the enemy's weapon type. In short, I think an inventory system similar to The Witcher's would work well. You cannot carry more than one same weapon at the time, the new armors providing new belt slots. AP could expand and improve the system with a cleaner version. So this opens up the possibility for players to unlock unusual weapons that cannot be purchased from in-game stores by the means of completing the mission with the said weapon in the inventory. A similar comparison to Hitman: Blood Money way of unlocking weapons. This reasoning echoes to NWN2's rest system: If you think the rest system is too easy, don't use it. But the flawed rest system is part of the gameplay itself that inevitably affects the experience that results in splitting the community with two sides of the argument as we all had witnessed in the official forum. In this case, it is a matter of the system of unlimited ammo and limited ammo. The gameplay of CQC is an entirely different experience that is part of AP that differs itself from shootouts with the character progression skills players can choose to focus on reflects it. I think Thief is a bad comparison to AP since Thief is a game with a gameplay revolving around stealth only with gadgets that assists the player greatly in their stealth and escape approach, not one meant for all out engagement. AP is a gameplay that gives the option of both stealth and action. Once again, Deus Ex is a better comparison. Perhaps you could make an argument with such similar games in mind like Deus Ex for better comparison?
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It seems the lite aspects of action is bringing concern to the players, including me, on the aspects of the game's challenge. So just being curious MCA or any devs willing to indulge us, how is Obsidian going to make the game a challenge? -Unlimited ammo system As some RPGcodex posters mentioned, it only encourages players to be reckless and focus on more of a run and gun gameplay. This results in putting the stealth gameplay into question on whether it is worth it or not unless there is a significant outcome and a different reward for players who opts stealth, accomplishing the objective without killing anyone. -Lack of looting system in enemies With the elimination of limited ammo gameplay system, I suppose it does indeed remove the need of implementing loots on enemies. This would also mean I assume, the player uses a health regen system(Correct me if I'm wrong) instead of being dependent on healthpacks or painkillers. Its unfortunate that Obsidian decides to remove this system since it is one of the factor that could influence the challenge level of the game by managing resources by means of salvaging and keeping a count on ammo counter. An RPG action game with limited ammo system had been proven to influence some degree of challenge with games such as Deus Ex, System Shock 2 and Thief. But I disgress, since its only a speculation. But any form of counter argument is welcome though and I am willing to keep an open mind until then. -Stealth system Its stated in the article that Obsidian is still considering and yet to implement the moving of downed bodies of the enemy. Yet if the surviving enemies notices the bodies, they will sound the alarm thus eliminating some control in the stealth aspect of the gameplay. Stealth is supposed to influence events and outcomes to a player's advantage as the player being to have a degree of control and manipulation of the environment. That would mean hiding the bodies of downed enemies as well as clearing what trails you left behind that betrays the player's presence to the enemy. Deus Ex demonstrates the usefulness in executing the stealth aspect of gameplay (Moving enemy bodies out of sight, hiding in shadows ect) though the system could still be perfected since the engine is not reliable. In short, I hope the moving and hiding of bodies gets implemented. Unless the enemies in the missions are those capable of respawning, this feature itself will add much to the stealth gameplay.
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I hope Obsidian implements the community's armor customisation mod in the expansion, if Obsidian have yet to create one of their own.
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Ah. I suppose it uses Mass Effect and Army of Two's weapon inventory system. That should give a degree of freedom and versatility in all situations.
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Thanks for the heads up. Its my first read. I find it suprised that there is the inability to switch weapons in game. That would mean I assume, the player is restricted to only two main weapons in the game which I thought can be very limiting.Hopefully the CQC has alot of variations to keep the tactical action aspect of the gameplay consistently engaging. By reading the last paragraph, its good to know that Obsidian is setting themselves high expectations but at the same time, more grounded and realistic this time in the approach of their work. Apparently they learn alot from their mistakes in forming group projects during NWN2 and agree that MotB is Obsidian's finest work to date. Now, I can only hope SoZ will go higher than A- with AP and Aliens reaching for the distinction bar.
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will we has PINK pretty sparkly dinosaurs?
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RAGGGH! TYREX MARCHING IN!
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I really like what I'm reading. Some key points: -Focus on low level party of 4 adventurers -Factions -Trading system of buy low, sell high -Overland map and free exploration gameplay -Teamwork benefit system feats must be earned(?) Not sure how does this works. Last of all, I feel the <3 for Obsidian in this quote: Keep up the good work!
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Personally, the most fun minigames I had was going treasure hunting for those riddle locked chests in Betrayal at Krondor. Though it might be a little too much for these 'casual' gamers to have fun with it nowadays. To take it up one level further, Space Rangers 2 minigames in text adventures can be quite a challenge.
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Can't remember to be honest. Its been a while since I last played SS2 and I was a Run and Gun type of player. I do recall the hacking emphasises on your character's skills, not on player's finesse.
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Maybe a similar mini-game that System Shock 2's hacking uses? Though it has its frustrating moment since it does depend on randomness at times.