Heavily modded it was alright. But there were plenty of much much better shootars back then.I like new vegas combatings.
I like new vegas combatings.
CRPGs are all shit.I like new vegas combatings.
It's shit.
Not many that scratch the same itch.Heavily modded it was alright. But there were plenty of much much better shootars back then.I like new vegas combatings.
Oscar. If it was me the trap would have killed you and then probed you anally to make sure that you are really dead and not just faking it.Who had the idea of putting a trap that couldnt be avoided other than with traps skills or just not going there, that permanently deducted hp?
That would have been preferable.Oscar. If it was me the trap would have killed you and then probed you anally to make sure that you are really dead and not just faking it.Who had the idea of putting a trap that couldnt be avoided other than with traps skills or just not going there, that permanently deducted hp?
Not really a contest, AoD is superior design in every way. the only problem with AoD is that you keep feeling like the DM both doesnt like you and is going to try to cheat to fuck you over. Its so fucking scripted in places.Sounds like some degenerate gameplay. Irene you have to choose whether you are on the AoD or PoE side of CRPG design.
1) A trap that offers nothing but minor inconvenience is pointless. The idea is to kill or seriously injure the trespasser. Since in RPGs healing some HP is rarely an issue, the only options are:
- instant death, provided that you aren't forced to trigger the trap
- permanent, rage-inducing HP loss
- triggers guards (if you aren't a fighter, you are as good as dead)
2) We return you to the quest giver either to save you some traveling time or to return you to the city map if the quest took place outside of it. You're free to explore between quests.
3) BG is railroady.
- The trap deletes all your saves everytime you exit the game
They all elicit a reload, so i dont know what your point was. You should have gone with money, by destroying one of his items or requiring a hefty sum to heal said wound. Best way to hurt the player without forcing him to reload.1) A trap that offers nothing but minor inconvenience is pointless. The idea is to kill or seriously injure the trespasser. Since in RPGs healing some HP is rarely an issue, the only options are:
- instant death, provided that you aren't forced to trigger the trap
- permanent, rage-inducing HP loss
- triggers guards (if you aren't a fighter, you are as good as dead)
I didnt want to go back just yet. I came back to the mine anyway after i talked to the npc and finished the quest and it was guarded and was impossible to get tru to the part where the trap was. I couldnt even murder the guards, which i would have done consequence free by leaving no witness regardless.2) We return you to the quest giver either to save you some traveling time or to return you to the city map if the quest took place outside of it. You're free to explore between quests.
No, BG is linear in the same that plot critical elements are ordered in A--->B-->C-->D sequence. It is not railroady for the most part, except some scripted sequences were you are completely surrounded and narratively its either fight and die or surrender and go along with it, of which there are 2 of it if i remember correctly. You forcing the player to come back to the quest giver, not as a suggestion, but as a forced way to make sure the player cant come back to explore later on, felt awful, i swear to god, if you had done this in a pnp session i would have thrown a d20 at your face.3) BG is railroady.
They all elicit a reload,
Fun times if it gets corrupted, or new patch introduces issues.This is the reason why you shouldn't have save system in game and rely only on one save which updates every few seconds or action. Because it takes out all the fun you can design.
Fun times if it gets corrupted, or new patch introduces issues.This is the reason why you shouldn't have save system in game and rely only on one save which updates every few seconds or action. Because it takes out all the fun you can design.
Besides the saves couldn't be on the player's machine otherwise they could just back it up. That kind of effort is p. futile.
They all elicit a reload, so i dont know what your point was. You should have gone with money, by destroying one of his items or requiring a hefty sum to heal said wound. Best way to hurt the player without forcing him to reload.
Nope, just about the situation itself.They all elicit a reload, so i dont know what your point was. You should have gone with money, by destroying one of his items or requiring a hefty sum to heal said wound. Best way to hurt the player without forcing him to reload.
My IG Fighter with Lore appreciated it. Walking right through and losing a bit of HP was NBD once you have the Armor and full defense skills.
Wait, complaining about a reloading being elicited in AoD?