Sp you've started with F2 not F1? Decline.Remember my first time as a virgin of the wasteland - gosh I needed THAT Gauss Rifle....
Sp you've started with F2 not F1? Decline.Remember my first time as a virgin of the wasteland - gosh I needed THAT Gauss Rifle....
So he's not a wise man then.wise men start with superior title
Didn't Arena had a spell that allowed you to destroy walls?
Problem is, while that all works well in first-person view, the omnipresent 3rd-person "behind the back" camera makes most of those tricks impossible - you can't seamlessly teleport a player in a game like The Witcher or Dark Souls without him noticing.
It has been done flawlessly in modern 3D FPP in S.T.A.L.K.E.R. Call of Pripyat and there is no difference between FPP and TPP other than the offset of the camera - in both cases you'd need closely matching environments and just teleport without any visible effects.
Or are you going to continue to ignore my point and just wank over Fallout like its the only RPG you ever played.
What was your point? Not trying to be funny, but I don't think you made it very clear.
This is gigantic. The UI should be there to help you interact with the game ... instead in many cases the UI has become the game.The use of quest compasses and player GPS/google maps has ruined the sense of discovery in RPGs. In older RPGs, quest givers had to provide specific details on how to arrive at a person/place/objective. Something like "two blocks north, across from the tree and next to the blue house". When presented that way, a quest forces you to navigate the world - to process it and analyze it in a way that is entirely absent from following a compass, where your eyes are locked on the UI element and not thinking about the construction of the world. If there was a quest journal, it needed a similar level of specificity to help you arrive at your goal.
Where? do show please.And they still do that, probably even more.
* Gameplay using astronomy/ day night cycles, mapping with coordinates and quest lore (digging for powerful magic reagents at a certain spot at night when the moons are in a certain phase)
* Deriving gameplay depth & immersion from a system of NPCs with motivations, schedules, activities etc to immerse you in the wo
* Exploration using your brain, in-game items (latitude, longitude)
* Ship travel with ocean depth and wind direction playing a big part
basically the ultima series pre-EA
Didn't Tyranny have time-limit?
The Overlord has decreed that all in the valley on Kyros' Day of Swords shall die unless Kyros' representative holds Ascension Hall. Note that it's perfectly possible to rest until after Kyros' Day of Swords before the Edict is pronounced. In this case, the Edict will function as intended, except the Execution date will be set a year away. The Overlord did not specify the year, after all.
In (early) Everquest you could even become immobile if you carried too much cash. When they introduced a market in a later expansion, they disabled/reduced money weight there, but you had to store your cash at the bank before leaving or you'd still not be able to move. (And you could change copper / silver / gold / platinum pieces only at a bank.)
I think one of the best things we have lost, not only in RPG, is the panic, paranoia and FEAR by not being able to save at any time you want.
Didn't Arena had a spell that allowed you to destroy walls?
This single line reminded me of a couple of spells in Legend of Faerghail (1990). That game has a manual that is well worth taking to the shitter, for among the many good things it does is that it lists every spell in the game (200+), and those spells I mentioned are brought up in a somewhat negative tone.
One brilliant wizard created a spell that would automatically commit the layout of the immediate surroundings of the caster to a piece of parchment. That wizard in particular was later assassinated by a cooperative effort of the Dwarven Clans and the Dungeon Architect Guild, but not before he could create an orb that granted its wielder the same power. While the spell is accessible in-game, the orb is a much easier (and useful) target for players to go for to get auto-mapping.
Another high-level spell destroys dungeon walls. The creator of that spell was outright lynched for his "good deed", but the spell lives on among the Guild of Blacksmiths. Yes, LoF has Blacksmiths as a class...with spellcasting abilities...and the aforementioned spell is one of their top-tier spells. I've heard that the devs restricted the usage of the spells by having some walls indestructible, but at least the option is there.
(There should be enough in there for felipepepe to acknowledge for whatever devious scheme he's planning.)
Oh come on, the first game dialogues with womyn played like cheap porn, it was fucking amazing. The third game was tame and lame by comparison.Witcher series. Before that there was only Bloodlines AFAIK (not counting weaboo shit).