felipepepe
Codex's Heretic
Yeah, I always remenber how my brother used to gloat on how he beated Kangaxx using one mage and 5 enraged orcs...
Also why did you play Dragon's Age? You are the decline. =/
It's a very good game, you should play it. If you have any interest in P:E, you'd likely enjoy it. P:E is shaping up to be somewhat of a combination between the IE games and DA in my opinion.
Also why did you play Dragon's Age? You are the decline. =/
It's a very good game, you should play it. If you have any interest in P:E, you'd likely enjoy it. P:E is shaping up to be somewhat of a combination between the IE games and DA in my opinion.
I can't tell if this is a joke.
If it is, it's very tasteless.
If it's not I pray your opinion is completely wrong.
(My point is that if the game were anything like Dragon's Age it's going to be terrible; the incarnation of everything I can't stand.)
Correct me if I'm wrong but DA 1 is supposed to be an actiony RPG with poor encounter design and Bioware-style writing, right?
Look at this guy. He doesn't even know what he himself means by this word. JE is saying the game will give you feedback for peacefully resolving a conflict, etc. You're still calling this LARPing because you assume combat will give you more shit. You are directly contradicting yourself across threads. You are such a confused little man, and you suck at my language. Jesus Christ.Some players may simply not want to fight certain enemies or they might want to peacefully resolve a conflict.
"Some players might just, you know, want to." I.e. some players might want to LARP.
The default codexian reaction is NWN=meh ; DA=OMG, ABOMINATION, KILL IT WITH FIRE!That doesn't say much at all thoughDA1 is better than NWN, that's for sure...
This is very relevant; if Sawyer wants player to have the non-combat skills so badly, just make them feel relevant, ffs! Fallout is a great example in this, even before starting the game you knew it might be a good idea to have some points in those non-combat stuff...Besides, I think people are more likely to play along as they should if the game suggests therright consequences, even if a few border cases allow for exploitation, than when the game avoids it all with abstract, straightforward but boring systems.
Mr. Sawyer said:We haven't discussed conversation skills as much as reputation mechanics. To me, conversation is one of the primary means players have of defining the type of person they are playing in the world. Instead of a heavy emphasis on conversation skills, I would rather allow players to behave in a variety of ways and develop robust reputation systems to react to those choices throughout the game. I think it's more interesting to allow a person to select diplomatic responses and develop a reputation for being a diplomat than to level up a Diplomacy skill and pick the Diplomacy option when it's unlocked for you.
Why couldn't they just keep track of the loot/experience value of the mooks/bosses, and give out a reward for diplomatic solutions that's equal to the value of the experience/loot you'd get if you were to slaughter everything?
Mr. Sawyer said:
We haven't discussed conversation skills as much as reputation mechanics. To me, conversation is one of the primary means players have of defining the type of person they are playing in the world. Instead of a heavy emphasis on conversation skills, I would rather allow players to behave in a variety of ways and develop robust reputation systems to react to those choices throughout the game. I think it's more interesting to allow a person to select diplomatic responses and develop a reputation for being a diplomat than to level up a Diplomacy skill and pick the Diplomacy option when it's unlocked for you.
Like DA2?
just look at the trial in NWN 2.
Yeah I remember the no guns crowd, they seemed fucking stupid to me.I've seen both "RPGs must have dwarves" and "RPGs must not have firearms" on the OE forums during the Kickstarter drive, so it's not fake at least.
(Yes, I'm excluding Volo)
Especially with stuff Sawyer likes to talk about, you need to really see the nitty gritty to be able to tell for sure. E.g. his answers to #4 and #6 at this stage can't really tell us anything.
My problem with Sawyer is his insistence that all skills be equally useful and equally useful throughout the game. I think that leads to homogenous design that feels very bland. Like in Fallout: NV, too many doors were openable by lock picking or hacking. It made them feel like the same skill. The fact that all weapons skills were equally viable also made choosing one type feel like a cosmetic choice rather than a gameplay choice, and killed a sense of character progression.Sawyer is a kind of gamist extremist, basically. And that's interesting - I'm not necessarily against it. I'd like to see where that approach can take us.
What I fear may be true however, is that the only reason his design approach does not end up creating utterly soulless games is because it is buttressed by Obsidian's excellent writing talent.
Going to agree with you on this Roguey. Dialog in cRPGs needs to be overhauled completely.I'd like to marginalize the speech skills into the dust bin, personally.
DA2 did not track reputation. It tracked your character's personality.
I think that leads to homogenous design that feels very bland.
Really not on-board with the no-dialogue skills idea. Dialogue skills can work well, just look at the trial in NWN 2. The simple key to it is that the dialogue skill option shouldn't be the auto-win option but instead just be that: another option which may have different outcomes from the other ones, some better, some worse. (Though generally slightly better, of course.)
DA2 did not track reputation. It tracked your character's personality.
Did it have any meaning at all?