Vault Dweller said:Every item is an individual object, because the artist thinks that he's a fucking ... well, artist. So, you can grab everything you see and do something with it. Like put it back or something equally awesome.
But will there be enough opportunities to affect those modifiers, or will it be like in Fallout 2 where some areas will almost automatically give a PC doing all the quests a certain reputation? Though I suppose that if every quest takes a stand against one faction (or more) and for another (or more) it'll feel a lot less automatic. As opposed to the usual CRPG quests that just boost reputation since the antagonists aren't part of civilised society and therefore don't matter.Vault Dweller said:There are many modifiers, so you'd have a modifier from your profession, reputation, faction, situation/quest, etc. That defines the response.
You can.aweigh said:It would be pretty awesome if being an evil dick actually let you be an evil dick in the game.
No. No strongholds, however, factions would give you progressivelly better living quarters as you raise in ranks.EDIT: By the way sorry if you've answered this in a previous thread but are guys gonna put in some kind of stronghold / evil lair feature that lets you house followers and loot ?
Many opportunities. Each quest would change modfiers, so it's possible to play the same area in a completely different way, making new allies and new enemies. If that sounds too generic, I can explain using some examples.RGE said:But will there be enough opportunities to affect those modifiers, or will it be like in Fallout 2 where some areas will almost automatically give a PC doing all the quests a certain reputation?
Yep. Basically everything you do, and especially how you do it, affect factions. Even your reputation in one faction will affect the others. It goes something like Faction A likes Faction B (allies), is ok with Faction C, dislikes Faction D, hates Faction E. So, "likes" scores you 1 bonus point for every 5 points with that faction, "dislikes" drops your rep by 1 for every 5, "hates" drops it by 2. So, even if you don't act directly against the Merchants, for example, being well liked by the Thieves would be a reason enough for the Merchants to dislike you, even if you had a positive rep with them before.Though I suppose that if every quest takes a stand against one faction (or more) and for another (or more) it'll feel a lot less automatic.
Hey, it's quite similar to Daggerfall's system. Cool! :wink:Vault Dweller said:*faction reputation system*
Vault Dweller said:Yes, NPCs got this crazy idea that stealing is kinda wrong, so they may attack you if they feel they got a chance (checking various traits and reputation) or report to guards who may disregard a claim from a poor area, but will thoroughly investigate a claim from a rich area. By "thoroughly investigate" I mean they will kick the shit out of you when they see you and take what you've stolen. By "take what you've stolen" I mean take what they like. Yes, they are not very nice people. Unless, of course, you have built up a nice relationship with them, in which case they will warn you that some rich dick is complaining about something.