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You are raising a sensitive subject, which is really very important.
My benchmark on this issue as a professional is an old game (1991) called Zelda Legend.
That classic has now sequels on Nintendo 64 and the Game Cube (In Japan).
Such old system implements the ancient concept of “Lives”, which you lose and gain.
A weapon in that game eliminates a foe in one blow usually on condition it is the correct weapon.
The current weapon system in DD and other PC RPG is not satisfactory when the weapon has static qualities that takes nothing into consideration such as who or what are you trying to kill with what.
Just imagine trying to kill a fish with cold water and the fish might die laughing. [Linked Image]


What I mean is that the hero should fail to kill a spirit with an axe or a dagger that has no banish-spell on it, and I also find it ridiculous when a spirit has a spiritual resistance to spiritual damage because what the NO-CAN-DO else can damage a spirit.

Game rules’ design is the most difficult part in creating a game that you can adore.

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^ Actually he's right <img src="/ubbthreads/images/graemlins/think.gif" alt="" />. I didn't think of that before.

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But how is that much different from a regular D&D game? Critters have pros and cons for certain stats and weapons have them too. Given a weapon with a pro and a monster with a con, you have a winner. Added to that is the chance for a critical hit.


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I have seen this only once : A "learning" weapon.

Which means that a weapon can earn experience points, too.

Sounds a bit unrealistic, but hey ! magic is, too ! <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" />

(I think the name of the game was Daikatana, by John Romero, who was once in ID.)


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There is also a sentient weapon in Gorasul (very short game), which earns experience and can be upgraded as it levels up.

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I think Alrik may have stumbled on a great idea. I have heard of that in a few other cases, but it could work very well.

What if you could find or enchant a weapon that was sentient. It started at level 1 and gained experience through combat. Each level would raise its Offence and Damage. You could also buy skills for it, such as the magical additions you normally get (Frost, Fire Damage, etc.) and others specific to your weapon (eg. Dagger could have Lockpick?).

Now, what was the topic again?

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Well, some guy made a Lilarcor mod for Morrowind a while ago. Apart from talking, the sword could level up. Can't say it was useful.
And if they really make a talking weapon for RR or DD2, what kind of weapon it'll be :P?

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I reckon it should be a spirit that imbues itself into a weapon of your choice. Based on the weapon class, different skills become available.

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Ooh! That changes anything! I really hope Larian will *at least* think about this idea. It's a great idea, really!

A thing I thought: often characters in books and such use a same weapon for the whole book. Sometimes people who fight with a dirk can do nearly as much damage as some knigh with a longsword because they're more skilled with their weapon. I remember somebody posted something similar before...
I'd love to finish the game with a dirk: it's like a paradox <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />.

On the other hand, I am wondering if Larian is including dualweapons...

Also I would like RR to have the "follow character" camera mode.

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<img src="/ubbthreads/images/graemlins/riftrunner.gif" alt="" /> as I may boldly conclude from all the interviews, is basically founded on run-time-graphics assembly.
We shall be able to customize our character, which demands a character generator, which logically should be utilized within the game to increase the variance of characters, which would enforce playability.

Secondly, not only the avatar and NPCs shall be under the control of a character generator, but a main feature called the summoning dolls are an obvious confirmation to the design strategy of Larian Studios.

Now couple to that, that the battle field concept is based on a random quest generator and we should have a game that never looks the same any two times you run it.

Of course there shall be the similarity of the elements from which assembly is carried out but life itself is based on similar atoms and it would be silly to complain about that.
We still have the skeleton of a tortured corps lurking in the scenes of RR as we know them in Divinity but that is just one thing that makes you feel you are still in the same world as well as the imp and some more surprises.

With NPC characters and battle fields being mainly randomly generated, only items remain to ponder, and even though they shall be random, I have the intuition that randomness shall be in the quality and specifics rather than the value and level of such items, which obviously must be under game control to satisfy the player by finding valuable items rather than crap and garbage piles.

Therefore the questions about "where", "who" and "with what" are essentially answered but what remains to be seen is the storyline that motivates the player to seek and destroy. <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" />


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I'd love to finish the game with a dirk: it's like a paradox <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />.


i even had this crazy idea when i beated the lord of choas.
soo i reloaded and killed the demon with my bare hand! (it took some time but it worked!


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There is also a sentient weapon in Gorasul (very short game), which earns experience and can be upgraded as it levels up.


i played the demo , but it crashed after 2 minites..
it had some strange music if i remember


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