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Interview Dungeon Siege 2 Q&A at GameBanshee

Saint_Proverbius

Administrator
Staff Member
Joined
Jun 16, 2002
Messages
14,043
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Behind you.
Tags: Dungeon Siege 2; Gas Powered Games

There's an <a href="http://www.gamebanshee.com/interviews/dungeonsiegeii1.php">interview</A> over at <A href="http://www.gamebanshee.com/">GameBanshee</a> covering all the new and exciting stuff you can expect to be automated for you in <A href="http://www.gaspowered.com/ds2/">Dungeon Siege 2</a>. Here's a bit that doesn't sound automated:
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<blockquote><b>GB: Can you detail the different character advancement options that you're adding in the sequel (powers, skills, etc)? How much more customization freedom will players have for their characters?</b>
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Kevin: Rather than create new character classes, we've taken the original four character classes from the first Dungeon Siege and added considerable depth to each of them in the form of skills and powers. This allows players to choose not only their character class, but also what 'type' of fighter, ranger, or mage they'd like to be. For example, players may choose to be a ranger specializing in bows and crossbows or thrown weapons by spending skill points in the appropriate skills. The decision of how to spend skill points when a character levels up and which powers to get puts a lot of freedom in the hands of players when deciding how a character should progress. </blockquote>
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Where's the thief?
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Spotted at: <A HREF="http://www.shacknews.com">Shack News</A>
 

Voss

Erudite
Joined
Jun 25, 2003
Messages
1,770
what classes? DS didn't have classes- it had 4 skills and goofy titles that spawned at certain levels in that skill. No effect on game play (not that anything had an effect on game play in DS), simply a text tag on the character sheet.

It does sound like there is something resembling an actual character system this time though. Though lots more mini-bosses and tons of items (and item sets), well lets just say my mouse hand aches just thinking about. Hack! Slash! Point! Click! Gather loot! <repeat 44444444444 times> Level character. Too little, too late.
 

Nightjed

Liturgist
Joined
Jan 27, 2004
Messages
675
Location
Wasteland
what ? the first game had classes ? thats a new one ...

btw, the thieves dont work well in party based games, only on solo and the designers need to spend at least half the design times adding traps and locks and things to pickpocket to make him useful
 

Voss

Erudite
Joined
Jun 25, 2003
Messages
1,770
hmmm. I rather agree with that.
Except you left out the <can't be stolen/can't be stolen from tags> and the <unpickable, you must get a key, just because we like forcing you to> doors.
 

Saint_Proverbius

Administrator
Staff Member
Joined
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Messages
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Behind you.
Voss said:
hmmm. I rather agree with that.
Except you left out the <can't be stolen/can't be stolen from tags> and the <unpickable, you must get a key, just because we like forcing you to> doors.

We're talking about Dungeon Siege here. All you'd have to do is walk your guy near someone, and he's automatically steal them blind for you. Just walk around town, and then check your inventory. That's how it would work. ;)
 

monkey

Novice
Joined
Jun 30, 2004
Messages
28
Location
Sacto, CA
Whipporowill said:
Oh, TEH INNOVASHUN! Someone trademark it before someone sees it and steals it!

Nah, TEH INNOVASHUN would be if you could buy the mule and the other beast thingie from DS:LOA, train them to work in tandem, and then have the mule knock over random characters in a village, while the beast thingie acts as cutpurse and relieves them of the most valuable looking items.

Hell, why stop there: it would be even better if you could train mules you don't own to knock down people and strip them of their valuables. Watching the town militia assault Joe Shopkeeper because his mule is a hoodlum would be kinda cool...

Hmm, this is getting more and more like Grand Theft Mule...
 

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