Norfleet
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- Joined
- Jun 3, 2005
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For certain values of RPG, yes.Higher Game said:I've never seen a mainstream RPG with the roguelike system. Has there ever been one?
For certain values of RPG, yes.Higher Game said:I've never seen a mainstream RPG with the roguelike system. Has there ever been one?
These are merely uncalled for changes made by Obsidian in claiming that it knows better than people who have been making rpg rulesets for decades.
Twinfalls said:If you'd played Gothic 2 properly, you would have recognised that it's a dangerous world, you'd have ventured out carefully, you'd plan your forays, you'd use strategy and avoid most dangerous encounters, in a rational way. Gothic 2 is NOT a game in which you should die every ten minutes.
Instead, people are now playing games with the 'gimme what's coming next now now now, screw this dying shit, I PWONZOR ALL'
The next gen of RPGs should have the player fucking electrocuted at re-load.
See, that would be COOL if there was an entire story or quest thread, a GOOD one, mind you, not a crappy one, based around the entire optional death of a party member who may be killed in battle. As opposed to one where the party member's death is, say, rigged and he always dies. If the people who died actually had a plot thread pertaining to their possible death, and there was something different to experience BECAUSE HE DIED, as opposed to simply having to limp through the rest of the game without him, that'd be neat and worth playing out.HotSnack said:The problem with party death is that nothing really happens afterwards. You don't get to go and bury him and then recount tales of him in the pub (or go dancing on his grave). You could probably make a couple of long term quests based on their dying wishes as well so as to encourage players to roll with it and not touch that reload button..
Sol Invictus said:Instead, people are now playing games with the 'gimme what's coming next now now now, screw this dying shit, I PWONZOR ALL'
I don't think it's fair to make some retarded generalized quote about gamers, Twinfalls.
JE Sawyer said:For the most part, people like overpowered PrCs. They like having things made easy. They like hitting 20th level. They like strong, linear stories (some branching) with good scripted narratives more than they like open worlds with radically diverging storylines. They like clear good and evil.
JE Sawyer said:ToEE was a hardcore game with an early level cap and no PrCs. It was very popular among hardcore gamers. I liked it a lot, personally. The problem is that hardcore gamers are a small portion of the larger game market.
Thank you, twinfalls, for obviously you are the bright light that shines through the foolishness
Then you have to ask yourself whether you can take him on with the resources you have left-over from your previous battle.
Re-loading simply lets you try again. Having everyone magically re-appear at the end though defeats the entire purpose. Imagine a large battle where you may lose 2 companions of the 5 in your group. Harry the Paladin and Mary the Bard. You re-group and move on and are later attacked by zombie's which Harry would've been quite useful for.
Kinda makes traps irrelevant though.
I should also like to add that they seem to be catering more to the below average imbecile instead of the roleplaying audience that enjoyed the first Neverwinter Nights and the Baldur's Gate games.
I think the customary consequence of TPK is that you lose and the game is over.crufty said:If the battle difficulties are raised it could work out ok--provided TPK have reall consequences. On the flipside...sometimes having characters die off wasn't so bad. Like sparky in u7 for example.
Binary said:NWN2 has a totally new rez system. Every time a character dies, the hero goes to the realm of the dead and has to tell Kelemvor "REZ ME U N00B!!!1111!!!11!11!!!!" and he will be brought back to the party.
Haha. Funny. Unlike KOTOR 2, PST doesn't force you to fight waves of enemies at every step.Gambler said:Oh, wait a sec, any true codexer knows for a fact that Torment is a crappy game focused on combat, just like KOTOR2. Well, never mind then.
According to some people, it does.Unlike KOTOR 2, PST doesn't force you to fight waves of enemies at every step.
You've gotta be kidding me.Gambler said:
Let's compare then, shall we?Anyways, combat in KOTOR2 takes much less time than other parts of the game.
Torment is Torment. I didn't say KOTOR2 is as good. I said that it focuses on story and character development instead of combat.Let's compare then, shall we?
What about using medical skills to read logs about patient treatment? What about all the console-slicing? What about raising temperature so robots can't see you using their heat sensors? What about repairing and upgrading broken bots so they fight for you? What about dialogues, which are affected by your choices, your stats, skills and gender?non-existent role-playing unless you count being able to open extra doors or chests due to your mad skillz