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Out of curiosity, what still needs to be polished in EotN?
And while "paying" gets another disease from the doctor and another treatment of the disease and another payment for curing a disease and so on... ;)
Although I like the idea in general... the player doesn't have the money to acquire some item or get through some doors so she offers herself. However, the guy accepting an offer is sick and diseases (100% chance of success) the player and then the player needs to use medicine which is much more expensive than what she would have paid in the first place ;) Talk about 1st class trolling.
I think it's just standard diseases like in ADWR. But if that's the case they shouldn't be easily curable, e.g. just by resting. Either you need to seek a doctor or use 'remove disease' spell.
Hard to tell. There are some perks like slutty or ***** which reflect sexual experience and are used from time to time in a game but I'm not sure additional tracking of more "sophisticated" stats is provided.
I really like the idea. I remember the blue byte's Albion rpg game from 1995 where your character landed from a spaceship at a distant planet and if you were careful enough, you could sneak on a sceret room on a spaceship and take a gun wihch did considerable damage although the ammo was low. It's a shame a hak pak is conflicting with some others but I guess with creative srcipting you could get around that.
For the 1st playthrough it might be better to be surprised by the unknown.
Changes of nicknames as often as a woman changes her clothes so you tell me.
Actually I had Fallout 1/2 in mind with MS ;)
I agree. The idea of some other hero is really pretty cool and adds a lot of reactivity to the gameworld. It reminds me of "mysterious stranger" perk in Fallout.
While it's good to see different aproaches to completing a quest, I'd also like to see some restrictions in that regard (where it makes sense obviously). What I mean is there should be situations (probably some optional quests) where only characters of defined skillset will succeed, e.g. a locked house with traps which are difficult to disarm and walking into them will mostly result in a death of the party.
Moreover, I'd like some "hidden" quests which aren't shown in a journal but reward a player for completing them. Mostly it would mean reaching some restricted area, finding some cool items, finding crafting scrolls for items Baldur's Gate 2 style etc.
Great update, it's good to see there are negative consequences for failing a quest. However, I would also like some negative consequences for succeeding a quest - e.g you kill / rob some character and his buddies are obviously not happy about that and will try to get revenge.
One of the few games that does it in a very realistic manner is Age of Decadence. There is a beta available already so I recommend that game to anyone who looks for a challenge in a game. The high point of the game is it doesn't treat you like an idiot and at the same time doesn't cheat as well. See for yourself Irontowerstudio.com
That's also the reason I didn't like Gladiatrix series that much and I can't get people praise for it - there are almost no consequences and very little branching and almost all choices are just fluff.
What's your preferred play-style? Fighting to get what you need or going through conversation and using the skills (either during or out) to get things done?
I'm a min-maxer so I guess both approaches suit me. NWN engine is quite of clunky in its presentation so I'd rather lean towards skill based approach. And if advancing in a level (especially in low-level module) might enable you to win some impossible fights, I'd like to have the same for skill based approach. Obviously - the more experience you have, the higher some skills are but I'd like to have another mechanics as well, e.g. if you are a vampire hunter, you might gain some advantages while fighting them, if you kill more and more of them, the advantages increase - sort of like ranger's favoured enemy.
What would you desire from future modules in this series? More of the same or some of the same but new concepts and elements too?
More of the same, I guess but with tracking additional experiences like how many vampires you hunted, how many sexual intercourses you had to allow for to undertake some more demanding sexual acts, how many times you sucked blood as a vampire so that you have a higher craving MotB style etc.
Would you prefer pre-set characters in future mods or custom characters?
Definetely pre-set. It allows for tighter narrative although I would like it to be restricted to gender/last name only.
If pre-set characters then would you like to be able to name at least their first name?
What would you prefer more? More quests or more areas to explore?
More quests. I prefer much happening in every area instead of having many areas to wander through. That's why I didn't like Tortured Hearts II - there were many areas you had to go through but not that much happening in them. Also I believe creating new areas can be more taxing than introducing new quests. From what I've seen in the movies/screens art direction is good so I would like to have them more populated.
Would you prefer descriptive sexual scenes over non-descriptive?
Definetely descriptive with possible fade to black ADWR-style. All those mature modules with sex-pack animations are kind of silly - I'd rather have my own imagination paint a picture of what is happening instead of watching a low-poly scene that sometimes might just look silly. ADWR has its flaws but description of sex scenes were one of its highest points.
Yeah, I've noticed there is a lot of text in the module and a large part of it is dependant on who in your party is which is another bright point of EotN.
I'm not worried, I've already stated the dialogue is good. Can't wait to see it in full. I just posted a suggestion for next modules considering ShenraiIarnehs won't be contributing his dialogue to EotN (at least that's my understanding)
fallynrayne of the gladiatrix series comes to mind. Perhaps when she is finished with her module, she might be interested in helping a fellow modder ;) Although I didn't like her modules as much as I could've because of fake choices and railroading which resulted from them, I have nothing against her writing. Quite the contrary.
Kudos to Knight, then. Anyway, good to see that there is a huge potential for the mod to be expanded, at least in writing department.
I think it wouldn't be a problem for most players to have a set character (gender restricted). What I wouldn't like is not being able to continue with that set character in next modules.
Besided, if the module relies heavily on female-male interactions, allowing for the PC to be of either gender usually means about 1/3 more work to accomodate for different situations (some quests that make sense to be done by female shouldn't be available for a male and vice versa). That's why I'm afraid of the mod losing its focus in next parts.
Good to see such examples. My only problem is with NWN engine and its AI module. Not only you have to give manual orders often (which is fine)) but you also have to keep watch on what NPCs are doing which in the heat of a battle can lead to frustration ;) I also think sometimes followers don't listen to your orders like "stand your ground" or "attack nearest".
From the samples that you've already shown I'd like to applaud you for the writing. Keep up the good work! However, as I mentioned in my previous reply, I feel the module would benefit from the female's touch considering Lucia is the set character. It might be too late or next to impossible for now to change that, though.
While customisation is good and all, I feel the better stories can be told if there are some restrictions to e.g. gender, upbringing, setting etc. Planescape : Torment comes to mind where only by the fact there was a set protagonist such a great story could be told.
If you don't restrict the PC, you are setting yourselves for much more work in order to accomodate for different properties of the PC. I'd rather have a good story told in a believeable and reactive setting and manner than be able to play any character at the cost of next module(s) losing its focus. Also, if people play through the first module I guess they would grow attached to Lucia character and would like to continue playing using that character. Therefore I'm not so sure allowing for different PC to play through next modules might be such a good idea.
Suggestion : if you set a protagonist to be a female consider trying to contact some female(s) who has a knack for writing and split the work so that she writes the protagonist's dialogues and you write the rest. I think it would enrich the module a lot. But easier said than done.
I was hoping for sexual encounters to be more "verbose" (perhaps not ADWR level as it would take a tremendous amount of work and skillful writing). I hope there are other situations where there is still a lot to be left to imagination but the player gets some more feedback - NWN modules "Bastard of Kosigan" come to mind. In the end it all comes to what focus on different gameplay aspects is.
Good to know. I like the fact you can kill anyone but going on a killing spree should be next to impossible. Also, the fact that shop owner has all items on himself is great as I always hated such situations in different modules or games where you kill a shop owner and his items can't be looted.
I think it would feel more realistic if the shop owner had at least one assistant in order to prevent such easy actions or if not - after he is killed - other shop owners in the area increased their security and hired some muscle.
Changing weather condtiions are a nice addition. The situation in town seemed a little unrealistic though as the NPC is slain and the guy just stands there but such is NWN engine ;)
Perhaps after the mod is released the community could set a wiki page similar to adwr.wikia.com Writing a thorough walktrhough is a LOT of work so I'd rather have the authors to improve (if they plan on doing so) the mod after it's released instead to waste their time on the walkthrough. Besides, what the fun would be if you are spoiled and not experience the things yourself? ;)
I'd like to know how diseases, level drains etc. are handled. Considering there will probably be a lot of fighting vs zombies, vampires, perhaps mummies, will it be easy to get back to full health?
Also, are the rest areas restricted? What I don't like in NWN is after a hard fight when you are nearly dying, you just press rest in a dungeon and voila! - back to full health in 5 seconds.
Another question - why the BG interface on some screenshots? It has nice icons but its usability comparing to NWN leaves a lot to be desired.
I also would like to have my own class for choosing as fighter seems to be a little bit restricitve. It might depend on a mod if there is a lot of fighting but if there is also a lot of social skills involved, the ability to choose your own starting class is very important.
You mentioned Lucia is a set character for the 1st module. Does that mean her starting class is locked in or just there is a requirement for some stats and/or skills?