GhanBuriGhan
Erudite
- Joined
- Aug 8, 2005
- Messages
- 1,170
I guess a lot of us are looking forward to this one (I am). I took a look at the facts list on the official forums (http://forum.jowood.de/showthread.php?t=114524). Most of it sounds pretty good, although there are a few snags as well. Here are a few points I found interesting:
- Six "guilds" : Assassins/slavetraders, Nomads, Ork-hunters, Forest people, Rebels, Orks. Also the guilds are less central - you are not forced to be in any guild, you can theoretically play guild-less. That sounds good, it probably removes some of the "railed" feeling in the previous Gothics.
- You can now use all weapons, but of course effectiveness depends on skill. Another good move, I always hate "character can't use this" type limitations.
- You need a "cold resistance" skill to navigate the colder regions. In principle a good idea to have cold damage, but wouldn't this be better handled by forcing you to use suitable clothing / equipment?
- there will be three different endings. Side with orks, men, or a third undisclosed solution. Great, it's always good to have an actual decision here, and the feeling that you actually can influence the outcome.
-Perks (mostly weapon perks I think) have to be learned from trainers, and the player has to meet certain requirements to learn. A better solution then the automatic perks with skill progression planned for Oblivion IMHO.
- The rune magic system is gone. "there will be only elemental magic, and a few people who know it" - Not sure what that really means, but it sounds like the magic path is not a very central feature this time.
- Summoning now only works in certain places. Not sure why this would be a good idea. summoning was some of my favourite spells in gothic II.
- Armor is now made of various pieces - Mix and match a la TES. A good thing I think. Getting a new suit of armor had a bigger impact than any level increase in the past Gothics, and this should help make it a bit more of an incremental progression. Plus its alwasy fun to hunt for a complete set of armor.
- Quests can be solved in different ways resulting in different rewards - thats a good thing for replayability etc.
- no mounts. Apparently Bethy are not the only ones who are not up to the challenge of mounted combat...
- Physics are only for show, little gameplay impact. That's too bad, there is so much potential there.
- Mixed facts on combat: For one apparently less timing necessary - diablo style click until dead (Ugh!) on the other hand, perk special moves have to be timed. there will be shields and dual wielding this time. It's very ambiguous to me right now.
- And of course a larger world. Which is supposed to be more "free-form". sounds good to me!
Some things are a bit dubious, like the unclear status of magic, and the clickey sounding combat, but mostly it sounds like more of the good old stuff. [/url]
- Six "guilds" : Assassins/slavetraders, Nomads, Ork-hunters, Forest people, Rebels, Orks. Also the guilds are less central - you are not forced to be in any guild, you can theoretically play guild-less. That sounds good, it probably removes some of the "railed" feeling in the previous Gothics.
- You can now use all weapons, but of course effectiveness depends on skill. Another good move, I always hate "character can't use this" type limitations.
- You need a "cold resistance" skill to navigate the colder regions. In principle a good idea to have cold damage, but wouldn't this be better handled by forcing you to use suitable clothing / equipment?
- there will be three different endings. Side with orks, men, or a third undisclosed solution. Great, it's always good to have an actual decision here, and the feeling that you actually can influence the outcome.
-Perks (mostly weapon perks I think) have to be learned from trainers, and the player has to meet certain requirements to learn. A better solution then the automatic perks with skill progression planned for Oblivion IMHO.
- The rune magic system is gone. "there will be only elemental magic, and a few people who know it" - Not sure what that really means, but it sounds like the magic path is not a very central feature this time.
- Summoning now only works in certain places. Not sure why this would be a good idea. summoning was some of my favourite spells in gothic II.
- Armor is now made of various pieces - Mix and match a la TES. A good thing I think. Getting a new suit of armor had a bigger impact than any level increase in the past Gothics, and this should help make it a bit more of an incremental progression. Plus its alwasy fun to hunt for a complete set of armor.
- Quests can be solved in different ways resulting in different rewards - thats a good thing for replayability etc.
- no mounts. Apparently Bethy are not the only ones who are not up to the challenge of mounted combat...
- Physics are only for show, little gameplay impact. That's too bad, there is so much potential there.
- Mixed facts on combat: For one apparently less timing necessary - diablo style click until dead (Ugh!) on the other hand, perk special moves have to be timed. there will be shields and dual wielding this time. It's very ambiguous to me right now.
- And of course a larger world. Which is supposed to be more "free-form". sounds good to me!
Some things are a bit dubious, like the unclear status of magic, and the clickey sounding combat, but mostly it sounds like more of the good old stuff. [/url]