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aVENGER

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Everything posted by aVENGER

  1. I don't like cooldown timers. They are immersion breaking for me. I'd prefer a well designed mana/energy/fatigue system which would not end up in potion spamming but, at the same time, wouldn't force the player to wait for ages until he can use a spell/ability either.
  2. You might get the chance, the patch works for Thief 1/Gold as well:
  3. What I'd suggest would be special bonuses if an item is worn by a member of the race who has crafted it. For example, anyone can wear a suit of Elven Chainmail but elves get an extra +1 to AC and +5 to Hide from it. I think this approach might add some flavor to the game without introducing overly limiting restrictions.
  4. We usually recycle 2D backgrounds from other games i.e. Icewind Dale, Planescape Torment, Pool of Radiance 2... etc. However, there are also several talented artists in the modding community who have made some very beautiful original content as well.
  5. Even as a member of the Infinity Engine modding community, I'm glad that they are focusing their resources on the main game. If time and money permit it, I'd of course love to see some modding tools, but I really want to see a well made game first and foremost.
  6. Something of interest for stealth game fans: an unofficial patch which upgrades the Dark Engine (used by the Thief games and System Shock 2) has been released, making it capable of running smoothly on modern systems. Among other things, the patch enables widescreen support, 32-bit textures and OpenAL. Check this TTLG thread for the full changelog. Links: Thief 2 V1.19: http://www64.zippyshare.com/v/33869454/file.html | md5 : 131cd0a1d9e626ee90e569571e8d0d01 System Shock V2.4: http://www64.zippyshare.com/v/89847252/file.html | md5 : 907489eccafe1cab55b01386f17a8efd Demo Thief 1 (Bafford's manor) : http://depositfiles.com/files/9qzqrf7mu | md5 : 6f297e85577c6faa89f62805e00fbc74 Demo System Shock 2 (Med/Sci deck) : http://depositfiles.com/files/q50s53phw | md5 : 062a84c68c4ff2b759f0820aedfa6d2f
  7. Not quite. They had in-game scripted cutscenes rendered at the same PoV that was used for the rest of the game in addition to pre-rendered intro/outro sequences. On the other hand, NWN2 and KotOR had in-game cinematic cutscenes, with facial close ups etc.
  8. Removing/adding equipment from/to the main character. This happened several times during the NWN2 OC and it was always annoying. Getting my Paladin's Nymph's Cloak +8 and Holy Adamantine Longsword +5 swapped for a Cloak of Fanciness and Ceremonial Sword of Uselessness just before a tough battle sucked big time.
  9. How about: Eternal Eternity? (we already had Divine Divinity after all)
  10. Well said. This is the main reason why a quest/goal based XP system is inherently more balanced than granting XP for every action performed. In the first case, you get the same amount of XP after completing your goal, no matter how you do it. In the second case, you can potentially get 3x the original XP amount for completing the same goal three times. For example, if the goal of a quest is to "get item X from a guarded location" you should not get 3x the XP amount if you sneak past the guards and steal the item (1x), then talk them into allowing you to enter the locked vault (2x) and finally kill them (3x). It just makes no sense. These kind of situations simply cannot occur within a goal based XP system.
  11. That piece is exceptional. Really beautiful and inspiring. Thanks for sharing it Karranthain! Agreed, Gothic 3 had an amazing soundtrack. My personal favorite is a very short piece called Sad Strings: http://www.youtube.com/watch?v=M25j6XyPuCI To paint a picture for you, it's a variation of the main Gothic theme which plays while the player is fighting his way to a besieged castle across a battlefield where many of the defenders have already fallen. The situation appears hopeless at first, but the player's actions eventually turn the tide.
  12. That might be true for simpler games, but with something as complex as Eternity is striving to be, first time players will likely need at least some help with understanding the mechanics of the spell system. A dedicated tutorial section can help with this. For example, Baldur's Gate 2 is a fairly complex game, but it has a very well made tutorial section which nicely covers the most important gameplay aspects. The player can learn how to cast spells, disarm/set traps, pick locks, enter combat and use magic items in a controlled environment which is completely separate from the main game. Best of all, the player can learn at his own pace, without being swamped by annoying pop-up messages or getting rushed into the main plot.
  13. I'd like to see something like that too, assuming shapechanging exists in Eternity. For example, in the Gothic series, you could shapchange into a bug in order to crawl under a fortress wall and open the gate from the inside. In Arcanum, shrunken characters (via magic) could pass through certain narrow passages and get to otherwise unreachable locations.
  14. This could be solved with a one time pop-up note which appears the first time when someone clicks "New Game" without going through the tutorial first. The note would suggest to the player that it might be better to familiarize himself with the gameplay basics in the tutorial section before starting the actual playthrough.
  15. Optional, dedicated tutorials as seen in Baldur's Gate 2 and the Temple of Elemental Evil are the best in my view. They teach the player about the gameplay basics in a controlled environment while not burdening the main game with pointless hand holding. OTOH, there is nothing quite so immersion breaking as having NPCs telling the player to "press button X to do this" during regular gameplay. This is particularly jarring if the tutorial section cannot be skipped. Please avoid that.
  16. No dialogue related minigames please. That just never works. I'd much rather have different dialogue options (i.e. Persuade, Intimidate, Bluff... etc.) lead to slightly different outcomes, which Josh Sawyer seems to be advocating as well.
  17. Mobygames might be a bit more up to date than Wikipedia on this: Josh Sawyer Chris Avellone Tim Cain Feargus Urquhart Adam Brennecke
  18. Not quests, goals. To clarify, one quest can have several stages of completion. Each time you reach one of the designated goals, you get some XP.
  19. If Bloodlines is any indication, it would probably work like that, yes. BTW, this would also solve another pet peeve of mine with "XP for killing" systems. One of the things that I dislike is that they often allow you to talk/stealth your way through a quest, grant you an XP award for that, and then let you kill everyone and rack up even more XP. With a goal-based XP system, this would no longer be a problem.
  20. Great update. Personally, I'm hoping that XP awards will be handled similarly to VtM: Bloodlines. In that game, it only mattered that you completed your goal(s), not how you did it. If you hacked and slashed your way through a quest, that was fine, but you could have just as easily snuck past your opponents or talked your way through. The point is, it was entirely up to the player to decide how to resolve quests.
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