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aVENGER

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Posts posted by aVENGER

  1. A somewhat related question, will PE also have Fallout-style background traits in addition to talents?

     

    For reference, background traits are optional, can only be picked at character creation and have both advantages and disadvantages. Personally, I'd like to see something akin to "Good Natured" or "Small Frame". Nothing as unbalancing as "Gifted" though.

  2. Instead of finding purely harmful cursed items which would just result in the player reloading and not picking them up, I'd prefer if PE offered the player some incentive to actually consider using such items. Say, each cursed item could have some positive and some negative traits.

     

    As a very simple example, take the Cursed Berserking Sword +3 from the original Baldur's Gate. It was a powerful weapon which could be obtained fairly early in the game, but it made the wielder go berserk and out of control during combat, unable to distinguish friend from foe. I'd like to see something similar in PE i.e. cursed items which have some serious drawbacks while simultaneously offering a few very tempting benefits.

  3. Wow, sounds like a cool game where combat is always avoided because it is pointless. Maybe you should call the game Pacifist: The Pacifisting. :getlost:

     

    Who's to say that resolving a quest through combat won't be the best solution in certain situations? For example, if you spare a bunch of enemies during one quest, they might come back as reinforcements in another one and make things more difficult for you.

     

    Also, fighting can be very satisfying if you are playing a combat-oriented character. I enjoyed my Brujah playthrough in VTM:Bloodlines even though you didn't get any XP for killing enemies in that game either. I simply liked the feeling that my character was powerful enough to single-handedly take out a bunch of tough enemies while the Ventrue character from my previous playthrough had a lot of trouble in the same situation.

  4. Loot isn't systemically connected with killing a target/any targets specifically.

     

    Just chiming in to say that I'm very happy that you're going with this in addition to the goal-based XP approach.

     

    Combined, these two gameplay aspects should make for some a really interesting choices in terms of quest resolution. It gives players the freedom to choose the quest solution which suits their character, rather than base their decision purely around XP/loot gain. Nice work. :thumbsup:

  5. Challenge should come from the enemies, preferably from their tactics and and environments, not from the control system being limited.

     

    ^This.

     

    For anyone who thinks that not using the pause button is providing an additional challenge - no one here is stopping you from playing that way. Heck, go record a video of your "no-pause playthrough" and put it up on youtube, if you are so inclined. I just don't see "limited pausing" as a feature that needs to be implemented.

    • Like 2
  6. In many games, inventory management becomes a major hassle once you acquire a large number of items. One way to alleviate this is to introduce separate tabs for specific item types (i.e. weapons, armor, potions, scrolls, etc.). This would make it a bit easier to search for specific items as long as you know which category they belong to. Of course, you would still have a general tab where items from all categories would be listed.

     

    Examples of games which had a tabbed inventory: Risen, Gothic 1&3, KotOR 1&2, Divinity 1&2. Disclaimer: I'm not saying that inventory management was perfectly executed in the aforementioned games, just that it had this useful feature which might be worth looking into for Project Eternity. Lastly, here's a screenshot of Risen's character sheet. Notice the tabbed inventory under section 13.

    • Like 1
  7. I don't really like having to spend 10 minutes buffing my party. It takes away from the action. There's gotta be other ways ot making buffs "tactical."

     

    ^This.

     

    Buffing gets a bit tedious at high levels, at least in D&D. I remember spending a lot of time applying buffs before every major battle in MotB. Of course, it made a big difference gameplay-wise, but waiting several minutes for all the buffs to be cast wasn't much fun.

    • Like 3
  8. Foes like bandits or spiders that descend from the ceiling.

     

    IMO, a limited exception could be made concerning this particular point.

     

    In certain situations, when it makes sense within the gameworld, I think it's ok to use the aforementioned approach. For example, IWD2 had hook horrors which ambushed your party by descending from the cave ceiling which, accidentally, is how these creatures are supposed to act in PnP D&D. Similarly, there could be a justification for rogue opponents dropping from the floor above (via trap doors) to ambush the party inside their guildhall. That said, such situations should be rare and not the norm.

    • Like 1
  9. A combination of both systems would be nice.

     

    NWN2 allowed you to custom-tailor the equipment to your characters without relying exclusively on preplaced loot. On the other hand, BG2 had that epic feel when you finally assembled all the pieces of a legendary item after collecting them during several difficult quests (i.e. The Equalizer). I'd like to see a bit of both in PE.

  10. Scientifically that's backwards. The better conductivity of metal armor would cause electrical attacks to channel around the wearer and into the ground.

     

    That's true in case of a full body suit. But wearing only one piece of metal armor (i.e. a breastplate) or multiple non-connected pieces would probably have an adverse effect.

     

    In any case, it would be nice if different armor types provided different bonuses/penalties vs. certain damage types instead of having heavy armor being automatically better than light armor in all aspects.

  11. On to the Armor topic.....I think some science background might help with reasons to wear different types of armor. I'm assuming that there will be various types of elemental damage in the game. Fire, Ice, Electrical, Poison, Acid that sort of thing. I think persons in heavy plate armor would be at a severe disadvantage to the conductivity of metal.

     

    I like this approach, it makes each armor type feel unique.

     

    Something similar has already been seen in Arcanum and Fallout. For example, Arcanum's plate armors caused the wearer to suffer more damage from electrical attacks while Fallout's metal and Tesla armors were better at deflecting laser beams than most other armor types.

  12. I'd rather have NPCs who flat out refuse to work alongside each other than experience the silliness from the NWN2 OC again.

     

    For the record, that game forced a Paladin NPC into your party at one point (even if your protagonist was clearly evil) and an evil NPC at another (even if your protagonist was a 'holier than thoy' Paladin). For Project Eternity, I'd be perfectly ok with it if a NPC said somethign along the lines of: "If you want me to join up, get rid of that guy first".

  13. The developers made it very clear that they don't want to compromise the functionality of the the game's interface by catering to console standards. This was stated in one of the very first interviews:

     

    I'm tired of designing content and interactions that caters to consoles and console controllers.

     

    Project Eternity is a PC-only release made in the spirit of the Infinity Engine games. I can't possibly imagine how one would play those games without a keyboard & mouse.

    • Like 3
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