roshan
Arcane
- Joined
- Apr 7, 2004
- Messages
- 2,500
Funny that the description of the Fjeldegug race exactly does the things you listed (who rules, what history, etc.)
Make a better RPG than they do, then. :D
Being defensive will not get you anywhere. Keep in mind that the developers at this point need harsh critics who can give good advice, not fans to cheer them on. There's been really good advice given on this thread. As an insider, you could really be in a position to help them out.
I just refute bullshit lies, because those belong to the trash. (Yeah, I already hear the devs saying to me "just ignore the bullshit", but I can't help) And yes, I already collected much useful info as well in this thread - it was forwarded to them. Some other comments are just plainly false - some people think it makes them look smart or clever if they criticize something. They feel themselves important if they can criticize. That's why I said to them: make such a prototype (and thus screenshot) if you're able to. Pointless bashing doesn't make sense; constructive but harsh criticism does.
I see that you've taken the advice regarding renaming the "put quietly" skill.
On your front page "Magical Spells" should be a clickable link leading to the detailed descriptions of the spells schools that are available elsewhere.
http://www.blackgeyser.com/game-spells
Your pages regarding the races read like a load of gibberish, there's lot's of names that no one would care about. Before dumping those names on the player, it's better to explain how the world originated, what the metaphysics of it are (where do gods/magic etc come from), what are the major deities, what are the cultural regions and major kingdoms, what are the core conflicts, what's the gist of the history. Until you do this, it's better to introduce the races as mechanical concepts, what bonuses do they get, what makes playing as a rillow or fjeldegug unique? How will this affect the game and how does this come into play in combat?
Oh and another thing, the writing is also terrible because most of the conclusions are basically non sequiturs, one aspect of the story does not logically follow from the other. For example:
They had fun all the time in taverns and private caves, using all sorts of narcotic potions and powders. None of them had a job, but the society accepted them because of a special skill they had.
Why did the rillows have fun all the time in taverns and caves? Why did they use narcotics?
They knew how to brew the Bar-bur potion, which was the only affordable cure to a number of diseases in the Eastern Empires.
Why could only the rillows brew the potion?
Some rillows were born immune to the narcotics used by all the others, which made them envious and unhappy. As time passed, more and more immune rillows were born. It was said to be the consequence of uncontrolled energies released by the Great Collapse of Magic.
Why did this release of magic make the rillows immune to narcotics?
This enormous disaster occurred in Helseria, one of the seventeen countries ruled by Zida-Suda. When the archmages of Helseria defied one of his orders, Zida-Suda cast his Sulfurous Sandstorm spell, destroying the archmage asylum and six other cities nearby.
Why did the archmages defy Zida Suda? Why did he respond by destroying the cities? What's this all about?
The rillow origin story is utterly terrible because it keeps jumping from one thing to another, none of which have any logical connection. To make a story interesting and for people to relate to it, there has to at least be a logic to it, a natural progression, and preferably something to make it human or relatable. Right now it sounds like random shit anyone could have pulled out of their ass, and no, I am not spewing "bullshit lies", just unfortunate truths. I think Vault Dweller has already pointed out similar issues with the fjeldegug story.
TLDR: introduce the game world in a logical fashion, emphasize mechanical aspect of the races, completely rewrite origin stories so that they make some sense.