Jade Empire II Ideas!
#1
Geschrieben 16 Mai 2013 - 12:44
1. Ranged weapons
2. On the fly switching between Support and Attack modes for companions
3. More than one companion
4. A "Karma"(good/evil) meter to accompany the Open Palm/Closed Fist meter
5. Faster placed combat, like DAII(while out of place there, it would be perfect in JE)
6. More distinction between the starting setups(fast, magic, strong, and balanced)
- dragonflight288 gefällt das
#2
Geschrieben 26 Mai 2013 - 01:45
#3
Guest_Catch This Fade_*
Geschrieben 19 Februar 2014 - 01:22
Guest_Catch This Fade_*
This sounds so redundant.JerZeyCJ2 wrote...
4. A "Karma"(good/evil) meter to accompany the Open Palm/Closed Fist meter
Batman: Arkham/Prince of Persia >>>5. Faster placed combat, like DAII(while out of place there, it would be perfect in JE)
But that's just me.
I'm assuming this means more variety of the regular combos. In which case, I agree.6. More distinction between the starting setups(fast, magic, strong, and balanced)
Bearbeitet von J. Reezy, 19 Februar 2014 - 01:23 .
#4
Geschrieben 19 Februar 2014 - 01:30
#5
Geschrieben 19 Februar 2014 - 01:40
It's never too late to critique suggestions for an A-rate RPG that will definitely happen.Zazzerka wrote...
I'm sure OP appreciates the swift feedback.
Bearbeitet von Br3ad, 19 Februar 2014 - 01:45 .
#6
Geschrieben 19 Februar 2014 - 01:44
Br3ad wrote...
It's never to late to critique suggestions for an A-rate RPG that will definitely happen.Zazzerka wrote...
I'm sure OP appreciates the swift feedback.
#7
Geschrieben 19 Februar 2014 - 01:46
#8
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Geschrieben 19 Februar 2014 - 01:54
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Name of that 'Me?Greylycantrope wrote...
Br3ad wrote...
It's never to late to critique suggestions for an A-rate RPG that will definitely happen.Zazzerka wrote...
I'm sure OP appreciates the swift feedback.
#9
Geschrieben 19 Februar 2014 - 02:02
#10
Geschrieben 02 März 2014 - 03:36
This sounds so redundant.1
Batman: Arkham/Prince of Persia >>>2
But that's just me.
I'm assuming this means more variety of the regular combos. In which case, I agree.3
1. Think of it this way, in JE, being "Closed Fist" essentaiily meant "You're an evil, unfeeling ass" but what it is supposed to mean is that you believe in people helping themselves, unless of course, they are completely outmatched and it is no longer fair. Thus, unless they overhauled the Closed Fist/Open Palm meter, a "Good" Closed Fist would be possible.
2. Fair enough
3. I believe that's what I meant, yeah.
Also, It's very nice to see this forum actually getting some posts in it again. Good move on BW's part on moving it closer to the top, instead of all the way on the bottom of the forum list.
- dragonflight288 gefällt das
#11
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Geschrieben 02 März 2014 - 04:32
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1. Think of it this way, in JE, being "Closed Palm" essentaiily meant "You're an evil, unfeeling ass" but what it is supposed to mean is that you believe in people helping themselves, unless of course, they are completely outmatched and it is no longer fair. Thus, unless they overhauled the Closed Fist/Open Palm meter, a "Good" Closed Fist would be possible.
2. Fair enough
3. I believe that's what I meant, yeah.
Also, It's very nice to see this forum actually getting some posts in it again. Good move on BW's part on moving it closer to the top, instead of all the way on the bottom of the forum list.
1. Ah yeah I see what you mean. I had the same line of thought actually, that the Open Palm/Closed Fist system was broken because it just followed Good/Evil. You never actually got to practice what the two systems preached. Well, particularly, Closed Fist. But it wasn't the system that was the actual problem. It was the choices presented to the player that they were able to make. Most Closed Fist choices just made the player out to look like the unfeeling ass. So I think a bigger variety of choices would be enough to get the point across of what the Closed Fist philosophy really is.
#12
Geschrieben 02 März 2014 - 04:43
1. Ah yeah I see what you mean. I had the same line of thought actually, that the Open Palm/Closed Fist system was broken because it just followed Good/Evil. You never actually got to practice what the two systems preached. Well, particularly, Closed Fist. But it wasn't the system that was the actual problem. It was the choices presented to the player that they were able to make. Most Closed Fist choices just made the player out to look like the unfeeling ass. So I think a bigger variety of choices would be enough to get the point across of what the Closed Fist philosophy really is.
That would work too. But they would have to differentiate in the dialogue why you're doing what you are. For example, helping somebody being mugged by four or five thugs, a Open Palm would help because it is the "right" thing to do, while a Closed Fist would help out because it "isn't a fair fight" and Bioware would have clearly show those two reasonings in the lines you could pick.
#13
Geschrieben 13 Mai 2014 - 04:51
Allow for more environmental combat (ability to improv with what is immediately available in the environment to serve as makeshift weapons).
Bring back Jack Wall.
#14
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Geschrieben 28 Mai 2014 - 06:56
Guest_Puddi III_*
Name of that 'Me?
Been trying to find that out myself honestly.
That is Oreki Houtarou from Hyouka. I am glad I could swiftly resolve this problem for you.
- GreyLycanTrope gefällt das
#15
Geschrieben 25 März 2015 - 09:47
I think having customizing character.
Customizing armor.
Having more than one companion in the party.
More of a class system, cause I felt like anyone could be any fighting style add some ranged attacks too.
I loved being able to use table chairs as weapons and I agree that there should be more of it then in the tea house.
Faster combat it was kind of slow for me and your companions should because to switch between support and attack modes.
But this is all sadly wishful thinking for a game that has not seen a promise of a sequel in 10 years.........
- dragonflight288 gefällt das
#16
Geschrieben 17 April 2015 - 02:11
1. Ah yeah I see what you mean. I had the same line of thought actually, that the Open Palm/Closed Fist system was broken because it just followed Good/Evil. You never actually got to practice what the two systems preached. Well, particularly, Closed Fist. But it wasn't the system that was the actual problem. It was the choices presented to the player that they were able to make. Most Closed Fist choices just made the player out to look like the unfeeling ass. So I think a bigger variety of choices would be enough to get the point across of what the Closed Fist philosophy really is.
I think part of the problem especially lies in that the more closed fist dialogue option resulted in less closed fist points than the outright evil option.
Like selling that Tien's Landing girl to the slavers gets you lots of silver and plenty of closed fist points, but ask her to demonstrate her strength and she stabs her would-be-buyer gets you less, even though it's more in line with the philosophy.
#17
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Geschrieben 17 April 2015 - 02:18
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I think part of the problem especially lies in that the more closed fist dialogue option resulted in less closed fist points than the outright evil option.
Like selling that Tien's Landing girl to the slavers gets you lots of silver and plenty of closed fist points, but ask her to demonstrate her strength and she stabs her would-be-buyer gets you less, even though it's more in line with the philosophy.
Also a good point. If BioWare really looked at the philosophy and reworked it to make more sense a possible Jade Empire 2's sense of choice within the universe would be great. I have choices that align with the Closed Fist shift you more to that side than just being "lulz evil"
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#18
Geschrieben 17 April 2015 - 02:20
Also a good point. If BioWare really looked at the philosophy and reworked it to make more sense a possible Jade Empire 2's sense of choice within the universe would be great. I have choices that align with the Closed Fist shift you more to that side than just being "lulz evil"
It would be like, being a capitalist wanting to advance yourself, and thus you are breaking the harmony of the position you were born in and thus you follow the path of discord, even if you as a philanthropist use your newfound status to help others get higher quality of living.
That right there is an example of a "good" closed-fist person.
#19
Geschrieben 26 April 2015 - 11:57
I've actually thought about this myself recently after someone posted a bunch of youtube videos in a thread on the Exalted forums. They were all clips from various classic wuxia films and it prompted me to think about what could be done for JE2:
* A better combat system, or at least one not as reliant on rock-paper-scissors. I've no idea how to implement the concept into an action game, but Exalted 3rd Edition will be using a form of combat momentum - each attack doesn't necessarily deal damage, but shifts the fight in your favour. You then expend that advantage to do actual health damage. Perhaps something that runs along the same conceptual lines?
* More pimped-out outfits. More detailed, more flowing; if we want to make a martial artist who fights in heavy-looking robes that flare out with each strike or spin, give us that option. Physics engine options prevented that from being feasable for JE1, but cloth physics have come a long way since then. Make them customisable as well but don't make them stat-altering equipment; purely cosmetic.
* Change how both transformation and magic styles work. For instance; let magic styles work as a projectile attack triggered by pressing a button while using another style, rather than making them a style of their own. So while using Tiger Claw, you could leap back and hit a button to lob a fireball at your target. Transformation styles should have some sort of serious drawback. It's been a while, but I don't remember anyone else in the first game ever using them. Perhaps the Spirit Monk had some way of keeping themselves safe but what if these forms could somehow corrupt or distort the user over time? Granted, I don't think that would fit with the nature of demons in that setting (who are as much a part of the natural order as the gods) and the original intent behind its alternate karma system (even if Open Palm and Closed Fist ended up being handled too much like good and evil).
* Get Open Palm and Closed Fist working as originally envisioned; not the good/evil karma meter they turned into.
* Implement some way for newly-learnt styles to be comparable to ones you've been using since the prologue. I'm tempted to suggest ditching the whole "levelling styles" thing entirely, but a recurring theme of martial arts stuff is mastering your particular fighting style (or several styles if you feel like pulling a Kenichi Shirahama). It was always irritating, though, to learn that dual saber style at the Arena and it would be so far behind the weapon I got from Gujin that I'd be spending all my weapon style points for the next few levels on those swords to get them up to par. And if they already had some sort of damage benefit or the like to counter their late acquisition, it wasn't very well conveyed.
* More verticality and freedom of exploration. You watch a lot of old wuxia films and people are leaping up onto rooftops, gateways, estate walls and what-have-you. I don't necessarily mean the sort of verticality and such you get in Assassin's Creed or Dying Light but at least a decent amount.
* Make it harder to regenerate chi. Calling up that sort of power as often as you could in the first game should only be possible thanks to extensive training (ie; focusing your character's build on it). So basically fewer chi orbs (if the orb pickup system is even retained) and maybe tone down any chi-restoring companions like Dawn Star was in the first game.
Probably more stuff but either I couldn't think of it or it's already been mentioned here.
#20
Geschrieben 06 Mai 2015 - 10:33
Am I the only one that actually liked the combat lol
I just really want a sequel.





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