joriandrake wrote...
this is especially true for mystery/detective books
oh, how I would love to have a proper detective RPG, or an RPG focusing on that a lot
I'd love to see an RPG based on something like The Wire. Now that would be bad-ass.
joriandrake wrote...
this is especially true for mystery/detective books
oh, how I would love to have a proper detective RPG, or an RPG focusing on that a lot
iTomes wrote...
"this is especially true for mystery/detective books"
indeed, but were talking about fantasy here^^
Dick Delaware wrote...
joriandrake wrote...
this is especially true for mystery/detective books
oh, how I would love to have a proper detective RPG, or an RPG focusing on that a lot
I'd love to see an RPG based on something like The Wire. Now that would be bad-ass.
joriandrake wrote...
Dick Delaware wrote...
joriandrake wrote...
this is especially true for mystery/detective books
oh, how I would love to have a proper detective RPG, or an RPG focusing on that a lot
I'd love to see an RPG based on something like The Wire. Now that would be bad-ass.
or on some victorian/pre-WW2 era England with all the rain, multiple known real and media characters (Poirot, Sherlock, Jack the Ripper) and of course fog!
We would be able to create our own character and mess up London as our very own unique detective in this setting
winter troll wrote...
it would take out the fun of killing though , although vampire bloodlines made use of system which rewarded you for completing quests . So instead of fighting your way though , you could just sneak around steal what you were send for and then escape
iTomes wrote...
joriandrake wrote...
Dick Delaware wrote...
joriandrake wrote...
this is especially true for mystery/detective books
oh, how I would love to have a proper detective RPG, or an RPG focusing on that a lot
I'd love to see an RPG based on something like The Wire. Now that would be bad-ass.
or on some victorian/pre-WW2 era England with all the rain, multiple known real and media characters (Poirot, Sherlock, Jack the Ripper) and of course fog!
We would be able to create our own character and mess up London as our very own unique detective in this setting
only acceptable if im allowed to be the villain.... i wanna show these detectives what true power is mwahahaMWAHAHAHAAAAAA.... sorry.... uuummm i got lost in thought^^
godlike13 wrote...
Slidell505 wrote...
Get. The. **** out.
This
That would be mindblowing if done right. Throw in some Elizabeth Bathory (I know noth the right time period, but all that "using blood of the virgins to reain youth" has huge potential), Sping-Heel Jack along with Jerkyll & Hyde, and you have a win right there.joriandrake wrote...
Dick Delaware wrote...
joriandrake wrote...
this is especially true for mystery/detective books
oh, how I would love to have a proper detective RPG, or an RPG focusing on that a lot
I'd love to see an RPG based on something like The Wire. Now that would be bad-ass.
or on some victorian/pre-WW2 era England with all the rain, multiple known real and media characters (Poirot, Sherlock, Jack the Ripper) and of course fog!
We would be able to create our own character and mess up London as our very own unique detective in this setting
Sorry, I'm a bit late with this, but... God of War also didn't have mission complete screens. It gave you new weapons and powers as part of plot events, which were sometimes boss fights, but more often not.Haexpane wrote...
Oh, been a while. I havent even touched GoW 3. Actually now that I think about it, wasn't it "style points" like you got more Orbs for more stylish kills or chaining combos?Aratham Darksight wrote...
..... God of War doesn't have mission XP. It, in fact, awards "XP" for kills.
You also got somes stuff at the "mission complete" screens to didnt you? I remember getting a new weapon after beating a boss for example.
TMZuk wrote...
There's been a lot of interesting pros and cons here, reading through the replies.
However, it strikes me as odd that some people seem to think I want to get rid of combat altogether. What I would like to see is options.
Example: A group of darkspawn commanded by a Hurlock Emissary occupies a village.
---------------------------------------One: The fighter approach --------------------------------------
Attack and Kill all the Darkspawn. You may succeed, kill all the darkspawn, save the villagers, everyone happy. Or you may kill all the darkspawn, but not before they killed some of the villagers. Or you may die against overwhelming odds.
Absolute succes: 1000 xp.
Partial succes: 500 xp.
Failure... well... death.
----------------------------------------------------------------------------------------------------------------
------------------------------------------Two: The sneak approach --------------------------------------
Sneak in and kill the emmisary. You may succeed. Darkspawn confused without leadership and flee, everyone happy. You may succeed partially, the emmisary manages to kill some villagers before you get to him. Or you are spotted and have to flee.
Succes: 1000 xp
Partial succes: 500 xp
Failure! Whole village dies.
-------------------------------------------------------------------------------------------------------------
Now you have two different approaches, that gives variable xp, and many different outcomes. Combat is ONE option, instead of the ONLY option. This is a super-simplified example, and if you replace darkspawn with robbers or Lohgain sympathizers, you have more options opening up, such as diplomacy.
Put in bonus xp for discovering a planned raid on the next village, an apostate hiding in the village, or some such thing.
This would make fast and efficient killing worthwhile, but it would leave open other options as well, instead of the system we have now, where the ONLY option is to get the meatgrinder running.
Dick Delaware wrote...
Playing as a diplomat is not necessarily the same thing as being peaceful. You could trick, manipulate and lie your way through situations to benefit yourself too.
There are some examples where forced combat encounters make sense, sure. Fighting the spirit army in Mask of the Betrayer at the end of Act I is a great example of this. But they are a drop in the ocean compared to forced boss fights. I find it really annoying when I meet some boss, he gives me the standard villain's exposition detailing what he wants to do, and we're having a civilized chat. Then I get three dialogue options that look like this, in order of how nice you are:
Option #1: I'm sorry, I can't let you live.
Option #2: Let's end this!
Option #3: I'm going to enjoy gutting you!
Dude, if you're going to railroad me, just have him fight me right away!
winter troll wrote...
it would take out the fun of killing though , although vampire bloodlines made use of system which rewarded you for completing quests . So instead of fighting your way though , you could just sneak around steal what you were send for and then escape
Tirigon wrote...
winter troll wrote...
it would take out the fun of killing though , although vampire bloodlines made use of system which rewarded you for completing quests . So instead of fighting your way though , you could just sneak around steal what you were send for and then escape
I don´t get this argument.
If I play a violent character, or am angry in Real Life, I enjoy the killing just for the sake of seeing things die.
If I play a peaceful character who wants to avoid senseless death killing doesn´t become funnier because of a littel 33 XP! floating over the body.........
Indoctrination wrote...
Adopting the ME2 EXP system would be a very, very bad idea. (Mostly because it was a bad idea for ME2!)
I understand the argument that to get the most EXP out of the game you have to always choose to fight and ignore other ways of resolving conflicts and problems. The way to solve this is to give equal EXP for these alternate paths rather than stripping the soul out of the leveling up system. For example, let's say you have to break into a castle to rescue a princess. There are guards outside that are worth 500 EXP together. There's a secret tunnel in the back which you can use to avoid fighting the guards. If you use the secret tunnel, you should get 500 EXP, as much as you would have gotten for fighting your way in.
That's the most sensible solution which would probably make most people happy.
Indoctrination wrote...
Adopting the ME2 EXP system would be a very, very bad idea. (Mostly because it was a bad idea for ME2!)
I understand the argument that to get the most EXP out of the game you have to always choose to fight and ignore other ways of resolving conflicts and problems. The way to solve this is to give equal EXP for these alternate paths rather than stripping the soul out of the leveling up system. For example, let's say you have to break into a castle to rescue a princess. There are guards outside that are worth 500 EXP together. There's a secret tunnel in the back which you can use to avoid fighting the guards. If you use the secret tunnel, you should get 500 EXP, as much as you would have gotten for fighting your way in.
That's the most sensible solution which would probably make most people happy.
Modifié par KethWolfheart, 22 juillet 2010 - 11:58 .
Kenrae wrote...
I'd love for that to happen. I've never liked this system on any game and, the few NWN mods that implemented a different functionality ended up being very good.
joriandrake wrote...
Tirigon wrote...
winter troll wrote...
it would take out the fun of killing though , although vampire bloodlines made use of system which rewarded you for completing quests . So instead of fighting your way though , you could just sneak around steal what you were send for and then escape
I don´t get this argument.
If I play a violent character, or am angry in Real Life, I enjoy the killing just for the sake of seeing things die.
If I play a peaceful character who wants to avoid senseless death killing doesn´t become funnier because of a littel 33 XP! floating over the body.........
really?
:3
:3
xP
ElectricWizard wrote...
because then, the problem becomes that people will STOP fighting and start taking the "secret route" everytime it is presented to them because "they get bored of fighting everything" (I can see it now)
in effect turning DA2 into a roleplayed espionage game.
ElectricWizard wrote...
because then, the problem becomes that people will STOP fighting and start taking the "secret route" everytime it is presented to them because "they get bored of fighting everything" (I can see it now)
in effect turning DA2 into a roleplayed espionage game.
Dragon Cell: Hawkeviction
ElectricWizard wrote...
because then, the problem becomes that people will STOP fighting and start taking the "secret route" everytime it is presented to them because "they get bored of fighting everything" (I can see it now)
in effect turning DA2 into a roleplayed espionage game.
Dragon Cell: Hawkeviction