hoverdog
dog that is hovering, Wastelands Interactive
the key to understanding Roguey.No, but I went through his post history
o_O
the key to understanding Roguey.No, but I went through his post history
o_O
Right now I'm doing that by donating to worthy KS projects. When I'll get the time to do it, I'll start working on my game as well, but that's more something of a long term plan. Also, most of the codexers would hate most of my ideas, with some exceptions here and there, because most of the codexers are a depressingly regressive bunch. It would less than worthless to come out and say "BROS, THIS IS MY DESIGN DOCUMENT. DICSUSS!!!".
I'm not talking about an existing game, but about how I see a game that I could really call a good CRPG. Fallout 1, Fallout 2 (especially), Arcanum, AoD, Gothic 1-3, Deus Ex, both System Shocks have almost all the necessary elements if you would put them all together, but, yeah, that game doesn't exist yet.
I played Fallout 1 in early 1998 and a second time in 1999 or so, so I can't claim to remember all the little details about it, but I doubt that, apart from the "in-your-face" things such as the power armor and The Glow, there weren't quite a few sidequests that were rather easy to miss. That's why I'm always suspicious of people saying "I did everything there was to do in this or that game". Unless you're talking about one of these newfangled ADHD modern shooters, you, most likely, missed something, especially in a good RPG such as one of the original Fallouts.
Also, you're thinking too much about Fallout 1 exclusively, which was pretty straigth-forward. Me, when I hear/read "Fallout", I always think "Fallout 1 and Fallout 2", and Fallout 2 has enough shit to miss unless you're really OCD or you have already played it 10 times and you know absolutely everything about it and you just do the 11th run to do everything in one go. And even then you might find out about some quest that you missed. I can tell you that for sure because I do know someone who played Fallout 2 12 times and, even then, he found out, somewhere on the net, about some obscure sidequest that he didn't know about.
Maybe some day Sawyer will notice all this attention you're giving him and make sweet love to you. Maybe.
You're also configuring a party of characters, not a single character, so the number of combinations is much larger even with combat and non-combat skills being segregated.
A Blobert-wannabe asks the tough questions
http://www.formspring.me/JESawyer/q/374252814160910832
Nice to see that companions are in fact fully customizable.DOESN'T HAVING SEPARATE SYSTEMS FOR COMBAT AND NON-COMBAT SKILLS KIND OF DETRACT FROM THE SPECIALIZATION AND THEREFORE UNIQUENESS OF CHARACTERS BY ALLOWING FOR BROADER COMPETENCY?
Yes. I consider that an acceptable trade-off to prevent dead-ending certain players/parties in circumstances where their particular brand of non-combat specialist isn't accounted for. You're also configuring a party of characters, not a single character, so the number of combinations is much larger even with combat and non-combat skills being segregated.
Nah. Minimaps are one of the most basic usability features you can have in an RPG. It doesn't have to show enemies etc., but landmark locations and stuff? Fuck wandering around aimlessly trying to find a quest giver in some town you last visited 20 hours ago.GREAT thread.
So sad to see so many wanting a mini-map. That shit belongs in aRPGs.
Just tell them you're black, and they should drop it.Man people are complaining about my username in Obsidian forum, what's the big deal with it?
Are you saying I'm not a special snowflake?
Man people are complaining about my username in Obsidian forum, what's the big deal with it?
Teach me how pls, I'd like option AMan people are complaining about my username in Obsidian forum, what's the big deal with it?
Choose one, but not both:
A) Become a more interesting troll and not such an obvious retard.
B) Become a more interesting poster and not such an oblivious retard.
From the kickstarter comments.How about adding a peaceful mode with less enemies, less combat items, non-combat companions, and only peaceful quests? That way you don't have to fit in two different games into one mode, or make a dynamic world that changes based on what you choose about the character in the beginning.
This.Toggle maps are less convenient than regular mini-maps. As for style, I'm all for a nice hand-drawn kind of map, provided it's detailed enough, as I'm not a fan of, say, NWN2-style maps which are just a screenshot of the level itself taken from a top-down perspective. Icons for indicating important locations and NPCs is totally fine - do you really have a problem with knowing where the nearest shop is at a glance, for instance?What's wrong with a toggled, linen-like map or digital overview like Baldur's Gate instead of the acardey mini-map that will stay an eye-soar in top right of the screen, with a bunch of shitty icons and shit?
To be fair though, in a top-down game a mini-map probably isn't entirely needed unless the camera is fairly close to the ground.
Man people are complaining about my username in Obsidian forum, what's the big deal with it?
Choose one, but not both:
A) Become a more interesting troll and not such an obvious retard.
B) Become a more interesting poster and not such an oblivious retard.
Everyone is.Are you saying I'm not a special snowflake?
I really don't like the idea of having a separate pool for combat abilities and non-combat ones. Not because of any specific properties of such system, actually. After all, this is vague enough that I am sure people could design fun games around it. What I really dislike about it is that it hints the devs are designing the game around the idea of combat and non combat challenges. Like They want to make sure the PCs will have a certain level of competency at fighting and will be able to take a few non fighting choices. So they will design the game to test those two things as separate types of challenges at every turn.
Like, rather than having a series of situations and complications, and then diverse solutions for these that might affect other problems, I am afraid Obsidian is thinking instead of a more linear approach. With specific fights and troubles they will face that, even if not linearly, still are a far cry from a real sandbox game. Now, it is true that calling this a decline is a bit too much. I mean, PS:T certainly didn't do things this way, for example. But it isn't something that warms me up to the kickstarter either.
Why go for a pacifist playthrough when you can just set the enemy AI to pacifist.From the kickstarter comments.How about adding a peaceful mode with less enemies, less combat items, non-combat companions, and only peaceful quests? That way you don't have to fit in two different games into one mode, or make a dynamic world that changes based on what you choose about the character in the beginning.
Whoa. I'd definately buy that.... a game that has nonexistence as its first and foremost feature.
Exterminatus.Why go for a pacifist playthrough when you can just set the enemy AI to pacifist.From the kickstarter comments.How about adding a peaceful mode with less enemies, less combat items, non-combat companions, and only peaceful quests? That way you don't have to fit in two different games into one mode, or make a dynamic world that changes based on what you choose about the character in the beginning.
I wonder if he realizes he spits in the face of one the best things about Torment here, a game they fucking cite as what they aspire to.
Torment was chuck-full about cool flavour-conversations about the nature of Sigil, the planes and all the weird culture and shit in the game.