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Katzengott

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Everything posted by Katzengott

  1. really? In Neverwinter online e.g. you can buy faster mounts, potions which are noticeably improving your skills for PvP, henchmen which are much more stronger than normal ones.... of course, if you play long enough you may be able to get those with ingame currency... BUT, if you'd make some things even MORE difficult to accomplish it would be even MORE pay to win which would suck. So you'd have to have a monthly fee for playing without ZEN market or whatnot.
  2. I like the idea(s), but obviously making this FTP / PTW as all new MMOs seem to be would ruin the whole idea because somebody could buy any item the hard working craftsman char could craft and any spell the lucky highlvl mage could acquire. And they would do because they'd own even more in a game where it's hard to be successful at. And if devs would not make it FTP / PTW who would play it? MMO is not about experiencing awesome adventures with 5 buddies you just met online like old DAoC anymore, y'know exploring, founding a guild eventually, joining epic PvP where everyone has to put off the guild cloaks because of massive lag :3 It's more like, you start, you get ignored because it's everyones "farm char", if you happen to join a party they all know where to go and how to go there fast, mainchat is always spammed with market offers you don't understand, if you wanna msg somebody you accidentally get routed to the ZEN shop... everything looks flashy, tho. To create that game you'd like we'd need another Neverwinter Nights, including a toolset being able to backup Persistant Worlds for 300 players, more possibilities of scripting and designing. Less focus on awesome graphics. Community would do the rest.
  3. I like the ideas, I'd appreciate different animations for different kind of weapons, too (blunt/sword/axe, many games have only slashing animations fitting all 3 categories *a little*).
  4. I'd like to have more endings, or more detailed endings, plus seperate endings for each character/hench like BG2 had, or instead you could even play a little quest as each of your companions which is telling how his life will go on after the game ends. Plus more wilderness areas and companions.
  5. Problem with evil playthrough is it's not enough to have an "evil" dialogue option everywhere. There need to be critical points where you can turn everything around, maybe even surprise your companions with evil actions (and having to fight some of them) to increase your chars power in the game. Because that's what evil people usually do, they usually don't hit little girls when they don't need to, but they might break their promises, scheme intrigues... basically, you'd have to create a new game inside the game to provide a satisfying "evil" experience. I see two ways, either the possibility to play off NPCs against each other by collecting information throughout the game and using it at the right time or by the occasional madman outburst like killing the major and just taking the item... anyways, I'd need that special feeling that my char has done something unexpected, including having to deal with some kind of prosecution. If devs can do that, I love it.
  6. Adventurers Hall is really good news to me. I love the BG style of companions, I love how they interact, but what I hate about it is that you sometimes have to choose a ratbarstard henchman your character/party does't like because of his abilities. Sure, there is this whole community of purpose feel to it which can be entertaining, but tbh in a huge fantasy city you'd most probably find a similar dude that fits you better. Of course the game doesn't provide that depth, so it's just fine being able to hire a merc. Or, in this case, create your own guy with his own background. It's a great idea to mix it up, so you won't have 6 deaf-mute morons slaughtering through the game but some cool scripted interaction but a party that makes sense to you. It would be cooler to have less optional party members in the game, but those who're there should be deep. Another big point is, I don't like releoading because one of my party members died and I'm not able to ress him at that point. I want to give them the chance of a super-heroic death. If my party fought a super tough fight and everything went well except the lichmaster casting finger of death right before we could end him, well, that's what happens. So I will be happy to replace my fallen by someone being able to have the same function in my party. This btw would be really fantastic: The chance of a final dialogue with the fallen partymember, at any point during the game, given the fact that you can't revive in that situation. So you don't just feel like "whoops, ****, forgot that healing potion macro again *reload*" or "wow, what an honorable death, he saved us all *sniff* *rightclick* "now I need to redistribute his ****, *click, click*" but being able to say goodbye to that character.
  7. My biggest hope for that mega-dungeon is that they somehow managed to give it a feeling like entering a huge, ancient place that will never be fully explored. I don't want it to be a 20-floor meathouse with monsters getting stronger as you advance and I don't want to be able to clear it 100 percent (only if I can do something with it afterwards, like founding a dungeon-city in it or stuff like that). I want that feeling of having to sneak through it, because it's ****ing huge and ****ing insane and powerful. The mines of Moria feeling. That would be great, however the devs would manage to create that.
  8. Hey there, I disliked it because I think every drop of additional work should be put into story, sidequests and the like. That being said, if there would be any hidden super treasure , I'd want it to be something like a sidequest granting you an unexpected henchman in the next run, or background information about NPCs, an additional epilogue, rather than a uber-weapon or imba-build or easterbunny outfit. No hurt feelings ok
  9. I really like the idea of guns and, depending on location, a somewhat colonial feel in that setting. It was a brave decision to include firearms and I really hope it's balanced without turning the boomstick into "just another ranged weapon". It should be a feared but difficult to handle and expensive weapon.
  10. First run will definately be a human character, most likely ranger. I use to always play as a human first and get to know the other races in the setting, as well as the NPC henchmen. Next run I'll probably choose a more limited race/class combination to go with the henchs I liked most.
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