Everything posted by Amentep
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Morale system - fleeing enemies
I like the idea, but I'd only agree to it if the player is not forced to chase panicked enemies down (like in Fallout - particularly annoying when you couldn't find the hostile on the map) or have the decimated force inexplicably decide to come back and attack you with even LESS than they started with just because their panic timers have timed out. Ideally for something like this I'd like it so the player either has to actively try to pursue the characters (no mercy!) or else the panicked characters actually leave the area.
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Subduing Enemies: Alternative paths to Combat resolution
Most people (excluding the undead or The Black Knight from Monty Python and the Holy Grail) die of either shock or blood loss when dismembered much, I think. Although if there was a way to do it where you could target a limb and chop it off (say, a leg) it'd be cool if you could keep the person alive as an option to interrogate them (or, you know, be evil and chop other parts off like you're Kevin from Sin City or something). Might be a bit much to deal with properly though (but not a bad idea).
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Subduing Enemies: Alternative paths to Combat resolution
You can subdue and then dismember but you can't dismember and then subdue* Sadly subduing and dismembering is not a symetric property. *I suppose you could dismember the living dead and then subdue the head or something from biting, but I think that's probably the only case you can dismember and subsequently subdue in, and if the head is still moving then the arms and legs probably are as well and you probably want to react Evil Dead-style rather than trying to subdue them, just obliterate.
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Romance in Project Eternity: How Important, How Much
I do. But in lieu of anything new to discuss in concrete terms about the project, its probably inevitable that the forums look like an impossible wish list even if the budget was 4 billion dollars simply because people are discussing what possibilities (no matter how remote) the game has.
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Romance in Project Eternity: How Important, How Much
If it fits the story, if it fits the characters, if it fits the setting and if Obsidian determines its right for the game (the resources and planning needed) then sure. But I think it'd be very possible to create Project Eternity and make it a game I enjoy and want to play repeated both with and without romances.
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Subduing Enemies: Alternative paths to Combat resolution
If it were easily doable within the game, would anyone be interested in being able to set your characters to "subdue" a opponents rather than kill them all? This could lead to allowing capture quests (that don't involve beating all of the lifepoints away from enemies who then don't die because they're scripted not to) or quests where you could subdue someone not in control of themselves and try to save them; it could allow thieves to knock a swell unconscious & rob them rather than murder and loot their corpse (which they could still do so broader range of options), and it could allow the player to choose to let a character live who comes back later either to join or antagonize them (without, again, it being forced through scripting - "Hahah, you THINK you beat me! But I'll be seeing you again!" *teleports*). D&D used to do this, as I recall, by having you declare subdual damage (and certain weapons, like whips, only did subdual damage). Any interest? Or some other interesting idea? Or should it always be kill / sneak / speech as the primary options to resolve encounters?
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"Other" Playable Species Poll
I think the only way for that to work would be to look at the habitats of semi-aquatic animals, like a beaver, polar bear or otter or go magical and have a "water elemental". Truly aquatic (fishmen and the like) or amphibious creatures (Frog men) don't really fit (unless they just have characteristics only of water or amphibious dwellers but are typically land dwelling which I think defeats the purpose of having them) (Note I'm not saying having an Otterman race but look at the types of habitats and societies and adaptions the animals have and create a humanoid race that would have similar adaptions and habitats, then thinking through those adaptions into terms of race/character.). Someday I'd like to see an aquatic RPG where aquatic races would make sense. Mind you, I'd also like an RPG where the races were based on the Homininae (like Homo Sapiens, Homo floresiensis, Homo Neanderthalensis, Homo Habilis, australopithecus, or something). Not really this RPG though.
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Old Black Isle board
Lord Chaos - sorry to hear of your loss and hardships; glad things seem to be turning around for you.
- How old is everyone?
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Let's name this game.
Without C. Thomas Howell returning, it'd be "Soul Man" in name only...
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Let's name this game.
Its kinda stupid, but I actually like the thread title Gods in Eternity a bit for some reason. Not sure if the plot is going to revolve around gods, so maybe "Souls in Eternity"? I'm crap at naming stuff.
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Using Looted Clothes and Armor
Not really my intent to make a "dress up Barbie" suggestion; my point is that its unrealistic to be able to loot bodies and put their (probably damaged) armor on - particularly with no regard to size or body type (an orc, a giant, a gnome and a human can all trade clothes) and wade into the next battle and proposed a possible way to address that that could bring interesting useablity / versatility to blacksmithing and crafting skills. In addition such a method could be used to further customize the characters avatar (if that was wanted and desired) by giving use of the skill the option to customize a bit further. Wizardry 8 and Arcanum (which I'd forgotten) already used "size" for clothes to make really small / large clothes unusable by other groups. My problem with this (moreso in Wizardry 8 than Arcanum) was the lack of clothes in a specific size could create problems in the party (everyone's wearing superarmor exept the short/big character who is still wearing leather because no one has the odd sized armor*) It seems the vast majority of people feel like its TOO micromanaging a concept and prefer the usual abstraction which honestly I can live with. *Although I suppose in retrospect, this actually isn't that far off from real life.
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Is this Arcanum 2 ?
I liked the magic vs tech as well My problems with Arcanum are mostly in other areas, not in the setting or world set-up. EDIT: That said I don't think this will be Arcanum 2, but I think that some of the good bits of Arcanum may show up here
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I'm confused is the game called Project Eternity or Eternity?
Whatever it is named, it'll be pronounced "Throat Warbler Mangrove"
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Dialog, best seen and not heard?
Generally speaking I read faster than most VO actors speak, so it tends to slow the game down to have to listen to dialogues. I really have no problem with no VO at all in the game; if it is going to be there I'd prefer it to be in specific cases (narration, starting dialogues of named characters, interparty shouts).
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Armour and weapon designs - a plea.
Yeah I liked that picture pretty well myself.
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What do you want the other race(s) to be?
I manged years ago to get my DM to allow me to play a Lizard Man. I actually couldn't go in to towns (because they tended to attack Lizard Men since there was a hostile tribe nearby and that's all they knew) but it allowed us to work with the hostile Lizard Men in a way that the DM hadn't initially planned (because I was able to get on with them rather well eventually). Only problem was to get equipment I had to let one of the players use my money (or barter with the other Lizardman). I'm sure the gnomes were cheating me when they went into town. Anyhow, I like playing nontraditional races, but I think I'll be happy to explore the races Obsidian create and how they fit in with the world, so no real opinion on the issue I guess.
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Crafting vs. Loot
I really hope crafting is really thought about and worked out in an interesting fashion. My experience in games is that usually it either takes so long to gather the materials to craft that what you can craft is useless (like you say) or you craft something that is good for now and 2 minutes later whack a kobold who has a better sword than you meaning you wasted your crafting material (and gold, dependent on the system). So really crafting and looting are interelated and need to be thought of together, I agree. I think the problem with the suggestion is it seems to rail the player into needing crafting as a skill (since it seems there are many things that only a crafter can create). Or do I misunderstand?
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Armour and weapon designs - a plea.
Now I want deep sea diver armor in the game. I kid, I kid. I would like a game that sticks with things that look more like real functional weapons and not something you'd need superhero strength to wield or if armor to walk or, you know, stand up in.
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Romances, yay or nay?
spoilers: First one seems to be artificial and not appealing - much like donating to a church to improve your reputation (even if you're a homicidal maniac) in BG2. If a game was to have sleeping-around options (say, prostitutes) it might make sense, but I'm not sure its an appealing form of resource management (although certainly plays with choice and consequence) I think a way for divorce and consequences in such would be important if characters could get married. Let the NPC spouse get killed a lot = divorce. One thing I didn't like about divorce in Fallout 2 was that there wasn't really any consequence (besides a monetary / item loss penalty, as I recall). After the shotgun wedding, you'd figure dad would have come out with both guns shooting down the line in the game. in a recent radio interview, romances are still being discussed. Hahahahahahah, Feargus is funny.
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Using Looted Clothes and Armor
Actually I agree that too much micromanagement can kill a game (I'm not a big fan of inventory tetris or food mechanics), which is why I say its a minor thing. On the other hand if blacksmithing is a skill it could be a way to add value to that skill without its value being in improving degrading armor (which I don't mind that much but some people think is to much micromanagement).
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Romances, yay or nay?
The problem was that Anders was changed. He had almost no connection to the Anders from the earleir game. There was NOTHING to indicate anders was anything otehr than straight. So to not only change his character but also personality - it was see by many as betrayl. If the devs want ot give the "masses" a gay/bi character so be it. But they could have made a new character, not buther an old one. Not that it affected me, I hate Anders. Eh, Anders was changed by taking on the Justice spirit so I took all of the changes in the character to be because he really *wasn't* the same person anymore. Still hated him, though.
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Identifying found items
Who is to say your character, by how you've grown them, isn't someone that knows 'what this is'? That's always been the point of the lore skill, to me, in part at least. That idea that you have to go to this person to find out about X makes a person wonder at some point, if they know, the knowledge exists, so why couldn't your character be the sort that researches such things, and thus have such knowledge themselves - provided you built them in such a way? Not to discount your point on going to the local shop for a scroll/identification, mind you, because that is a legitimate point. I don't find identifying it with a skill you've chosen to invest in is a bad thing at all, it's not boring, it's a way of defining your character. A lore skill check is used for far more than identifying an item besides. It's not very realistic that your character knows every legendary item ever created in the universe of PE with a maximum lore skill. Of course, this could be true for more ordniary magical item (like the mentioned longsword +1 or armor +5% fire protection) but in my opinon not for the real legendary items. It would be much more fascinating if you have to reveal the hidden information about them little by little (like a quest). I really don't like super-human characters who know everything in the universe. I agree, but I think the high lore character in this case might be used to advance the quest in a different way. Low lore character goes to shop; shop can't identify it. Refers to specialist, specialist sends party on quest to retrieve items that he needs, eventually can detail the item. High lore character can't identify the relic but knows of an item that might have something about such an artifact so essentially sends himself out on the same quest (in this case unlike the specialist who may be able to give the low lore character options on which item to get first, the high lore character has to find each item to reveal the need for the next item). Once the high lore character gets all the items they can identify the relic with the bonus that now that the high lore character has researched this type of relic he may now be able to identify other relics from the same time period or culture.
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Using Looted Clothes and Armor
Its a minor thing - certainly not of major import - but I've always been vaguely bugged by the fact most games allow you to loot items from any sized opponent and immediately wear them. Wizardry seemed to address this by having different clothing for small party members which created the problem of never finding the right size clothes making them extremely vulnerable. I've often wondered if a system which forced you to "fit" looted armor and clothing would work within a video game (maybe it already has in a game I haven't played) and wondered what others would think of such a system. I'd include within this fitting system a way to customize the armor some (engrave it maybe) or change colors on clothing to fit what you're looking for aesthetically so you have the best of style and function. Anyone else interested in such a thing, or is it just too much detail where it isn't needed?
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Identifying found items
Plus if they put in a lore check they have to make it do something or no one would ever use it. And if you're wanting to play as a learned sage (maybe talky or magician) being able to "know stuff" would be your thing in the game and I think that kind of character really calls for a lore skill. But that doesn't mean that your PC is automatically an expert and I could see even with a lore skill in play a benefit to someone with more arcane knowledge (as both a trainer for character who want to be know it all and those who can help identify for those who don't have an egghead in their group). You can even still have quest related knowledge gathering; the PC could recognize that they need certain rare books to identify a particularly arcane item and starts the quest off there.