Araanor said:
Wait... wait... all this is fine, as long as I can enslave nations with my necromancy. This is still in, right?
Enslaving nations with necromancy is a PR cult classic. Brilliant stuff.
In case someone missed it: url=http://www.rpgcodex.com/phpBB/viewtopic.php?t=10515
Now back to Dave. Say what you want about him, but he's my favorite designer and he is the only developer who can drop by in the middle of a hostile/not overly favorable discussion and hold his own. Some responses are absolutely fucking brilliant. Which doesn't mean that I agree with him 100%, of course, but what the Codex would be like if people start agreeing with each other? Hmm?
Dgaider said:
Some days, there are just not as many differences between this crowd and the ones on the Bethesda forums that you mock so regularly as you would like to believe.
That's just mean.
...and besides, it's Bioware!
That's so 2003, Dave. These day it's "...and besides, it's Bethesda!" If Obsidian butchers NWN 2, Bio will become a premier choice for quality RPGs at the Codex. Imagine that.
I do, however, think it's the most traditional RPG we've done since the BG series by far and that some of you may even enjoy it.
I believe that Dragon Age will be the most awesome RPG released by a large company in a long, long time. I believe it will be a pretty good RPG. Why? Good question. Well, first of all, faith is usually blind. I want to believe that there is a good RPG in development somewhere and Bio has the resources and influence to pull that off.
My faith is based on what Dave said over the last year. Some things sound pretty good, and if they reflect what's in the game vs what Dave thinks is cool, then DA will be a pretty good game. Simple as that. Here is what I'm talking about:
http://www.rpgcodex.com/phpBB/viewtopic.php?t=9684
http://www.rpgcodex.com/phpBB/viewtopic.php?t=10146
http://www.rpgcodex.com/phpBB/viewtopic.php?t=10416
It will be a Bioware game though, so some "signature moves" are to be expected: romances, NPCs base camp - a stupid idea, really;
flavor dialogue options leading nowhere, annoying immortal, "ungetridable" NPCs, etc.
A few questions, if I may.
What's the deal and reasoning behind the NPCs base camp? Purely story-driven purposes, i.e. being able to use a key NPC instantly since (s)he's with you, convinience for players having all potential party members readily available or something else?
Doesn't that remove an important choice & consequences element? Let's say you have 3 party members, and you decided to go with fighter, cleric, mage ( using simple terms). You go adventuring and eventually discover a locked door that can't be forced open. In the "traditional" setup, you either skip the door or invest into ways to open it without a thief (skills, spells, devices, etc). In the "base camp" setup, especially the one that levels everyone up automatically, all you have to do is go back, switch party members and successfully deal with whatever obstacle you are facing at the moment. What are your thoughts on that?
Also, I agree that the traditional implementation of death leads either to instant reload or ressurection, but I doubt that practically immortal NPCs a-la KOTOR is a better solution. You fixed one problem, but introduced a bigger one. At least the reload option forces you to replay hard battles until you either get it "right" or accept the death of a companion or two as a price you paid for the victory. I fought many memorable battles, and usually they are the ones I had to fight quite a few times. KOTOR battles weren't memorable, and I had zero concern for the fate of my party members for obvious reasons. Now, I'm not saying that DA will have an exactly the same combat system, but from your responses (the wound system) I didn't get a warm and fuzzy feeling about combat. Care to elaborate a bit?