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The Smaller Touches

This forum is to be used for all discussions pertaining to LucasArts and BioWare's Star Wars: The Old Republic MMORPG.
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Darth_Juro
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Post by Darth_Juro »

bigredpanda wrote:Yes and no. I can see just as many complaints if you enlisted someone like, say, the Disciple, who's committedly just and good etc., then after one simple conversation he has no problem with you killing everything.
I suppose it depends how the influence is implemented: if you reason with someone that what you've done is best for all of you (as you can do with some charcters... er, Visas, perhaps?), as opposed to just doing something that they comment on (like with HK).

Not too sure about the completely different crews idea... it might result in quite a linear game, like either your dark or your light, and there's no picking your own path in between. Sometimes I'll play a character who's committedly one or the other, but sometimes I'll hop between them, as befits what the character might do...
I understand what your saying but I don't agree as anakin was LS when he first started out but had anger and when sideious started to talk to him he fell......DS can be very strong if you accpet the call which by the way I trained my Jedi in 2 they didn't act like they disagreed with being dark jedi but when I did something evil they went "OMG!!!! how naughty of you to do that!" inf loss.........not what I would expect a dark jedi with cracked skin and grey eyes to say......now about the idea des mentioned.....that would be awesome but seeing is how I'm a DS player I'd prefer to kill them instead of allowing them to leave as they may turn against me and fight me....and also what would add to that idea is if I couldn't kill them or they some how got away they would fight against me in later missions.....and they would know my weakness making the fights harder for me.....assuming I'm not some sort of over powered jedi that can kill something just by looking at it.....I like the idea of having a family as being a DS that could be used to help fall to the darkside if something happend to them.....I don't know much about jedi history but from what I've learned so far jedi teach not to love....nothing in their teachings say can't have a family you just can't contact them as it leads to the darkside....if that makes sense.
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bigredpanda
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Post by bigredpanda »

But if NPC's were to run off, then come back later, it could add a fair bit to the game's interest - a bit like Bastila coming back at the end of KOTOR if you choose LS.
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DesR85
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Post by DesR85 »

I might have an idea for the team member's AI. What about introducing a formation method seen in some games (most probably RTSes though other games might have this as well)? You can choose your party formation like to move in one line, square formation or triangle formation as an example. And if they move into a certain formation, let them stay there and not move out of the formation in order to chase some enemy that is running away.

Not sure if this is a good idea but perhaps this may help in preventing your team members from doing things beyond comprehension. :)
''They say truth is the first casualty of war. But who defines what's true? Truth is just a matter of perspective. The duty of every soldier is to protect the innocent, and sometimes that means preserving the lie of good and evil, that war isn't just natural selection played out on a grand scale. The only truth I found is that the world we live in is a giant tinderbox. All it takes...is someone to light the match" - Captain Price
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DesR85
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Post by DesR85 »

I have an idea that has been lingering in my mind for a very long time. In the movies (and games as well), you always see Jedis as an acrobatic sort of people. I think that giving the ability for Jedis to do somersaults like cartwheels, back flips and many other acrobatic moves will give the player the feeling of playing a real Jedi rather than a character stuck unto the ground.
''They say truth is the first casualty of war. But who defines what's true? Truth is just a matter of perspective. The duty of every soldier is to protect the innocent, and sometimes that means preserving the lie of good and evil, that war isn't just natural selection played out on a grand scale. The only truth I found is that the world we live in is a giant tinderbox. All it takes...is someone to light the match" - Captain Price
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DarthZ
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Post by DarthZ »

DesR85 wrote:I have an idea that has been lingering in my mind for a very long time. In the movies (and games as well), you always see Jedis as an acrobatic sort of people. I think that giving the ability for Jedis to do somersaults like cartwheels, back flips and many other acrobatic moves will give the player the feeling of playing a real Jedi rather than a character stuck unto the ground.
Yea, thats a great idea, more jumping, flipping and cool "stunt" moves in the combat animations would be freaking cool. But animations like jumping requires some time to be made.. I mean, lets say your character makes a jump in combat that takes 3 second and after 1 second you want to abort combat; either they'd have to make a pretty ugly animation a/o that you have to wait 3 seconds before you can move again.

It'd be very cool but maybe not the most practical? ;)
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philosoldier84
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Post by philosoldier84 »

What I'd like to see is small changes in facial expressions and posture in order to better represent the attitudes and moods of NPCs and your player. I remember playing the first KOTOR and after killing Carth's son, he just seemed so placid which would be very much unlike what a father would go through after someone just killed your son. Just a thought.

Additionally, along the same lines, how about a smile or a frown. Everyone talks and acts the same no matter what the circumstances are.
“The whole earth is the tomb of heroic men and their story is not given only on stone over their clay but abides everywhere without visible symbol woven into the stuff of other mens lives.” - Pericles
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DesR85
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Post by DesR85 »

DarthZ wrote:Yea, thats a great idea, more jumping, flipping and cool "stunt" moves in the combat animations would be freaking cool. But animations like jumping requires some time to be made.. I mean, lets say your character makes a jump in combat that takes 3 second and after 1 second you want to abort combat; either they'd have to make a pretty ugly animation a/o that you have to wait 3 seconds before you can move again.

It'd be very cool but maybe not the most practical? ;)
Well, I would prefer if the animation is not cut. If you jump backwards, just let the animation sequence continue. I really liked to see characters jumping (not up till the point of bunny-hopping) not only in the KOTOR series but also in any RPGs because, at least you can dodge an enemy strike, which is a good thing in most games. ;) But then again, I'm not sure how will it work in RPGs, particularly RPGs.
philosoldier84 wrote: What I'd like to see is small changes in facial expressions and posture in order to better represent the attitudes and moods of NPCs and your player. I remember playing the first KOTOR and after killing Carth's son, he just seemed so placid which would be very much unlike what a father would go through after someone just killed your son. Just a thought.

Additionally, along the same lines, how about a smile or a frown. Everyone talks and acts the same no matter what the circumstances are.
I recall someone mentioning this idea a while back but I wholly agree with you on this. The Odyssey engine that powered the KOTOR series was supposed to give characters facial expressions. However, it was very limited at best. The voice acting was good, yes, and the voice actors were able to portray the feelings of individual characters quite well but it also does bother me to see a character who is annoyed but doesn't show any expression to correspond with his/her annoyance.

P.S. Welcome to the forums, Philosoldier84. :)
''They say truth is the first casualty of war. But who defines what's true? Truth is just a matter of perspective. The duty of every soldier is to protect the innocent, and sometimes that means preserving the lie of good and evil, that war isn't just natural selection played out on a grand scale. The only truth I found is that the world we live in is a giant tinderbox. All it takes...is someone to light the match" - Captain Price
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DarthZ
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Post by DarthZ »

DesR85 wrote:Well, I would prefer if the animation is not cut. If you jump backwards, just let the animation sequence continue. I really liked to see characters jumping (not up till the point of bunny-hopping) not only in the KOTOR series but also in any RPGs because, at least you can dodge an enemy strike, which is a good thing in most games. ;) But then again, I'm not sure how will it work in RPGs, particularly RPGs.


I recall someone mentioning this idea a while back but I wholly agree with you on this. The Odyssey engine that powered the KOTOR series was supposed to give characters facial expressions. However, it was very limited at best. The voice acting was good, yes, and the voice actors were able to portray the feelings of individual characters quite well but it also does bother me to see a character who is annoyed but doesn't show any expression to correspond with his/her annoyance.

P.S. Welcome to the forums, Philosoldier84. :)
Agree completley with you. But I'm pretty sure that the third KotOR will have a pretty much more advanced engine so this is nothing we do have to worry about. It's a "must-do" thing. :)
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philosoldier84
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Post by philosoldier84 »

Honestly though, RPGs are played for their storyline and while KOTOR had decent graphics, people loved the game, because of the story. These small touches would be excellent, but most people who bought the first two games are anticipating the third one, because it will advance the storyline.

Thanks for the welcoming.
“The whole earth is the tomb of heroic men and their story is not given only on stone over their clay but abides everywhere without visible symbol woven into the stuff of other mens lives.” - Pericles
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DarthZ
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Post by DarthZ »

philosoldier84 wrote:RPGs are played for their storyline and while KOTOR had decent graphics, people loved the game, because of the story.
Uh? What did you mean by that? :confused:
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philosoldier84
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Post by philosoldier84 »

What I mean is that KOTOR and KOTORII both had decent graphics but nothing spectacular. People love the games because of the storyline. That's all. If graphics are improved with the new engines being developed, I'd be very happy. The only point I was making was that these games are terrific because of the storyline of them. Improved graphics would be a very nice touch to an already terrific franchise (KOTORII's problems nonwithstanding)
“The whole earth is the tomb of heroic men and their story is not given only on stone over their clay but abides everywhere without visible symbol woven into the stuff of other mens lives.” - Pericles
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DarthZ
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Post by DarthZ »

philosoldier84 wrote:What I mean is that KOTOR and KOTORII both had decent graphics but nothing spectacular. People love the games because of the storyline. That's all. If graphics are improved with the new engines being developed, I'd be very happy. The only point I was making was that these games are terrific because of the storyline of them. Improved graphics would be a very nice touch to an already terrific franchise (KOTORII's problems nonwithstanding)
Of course, the story is the best thing about KotOR 1 & 2 but that doesn't mean they have to exclude other things, like graphics (the first KotOR was pretty impressive in graphics but 2nd one was not since it had same graphics as the first).
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darth humac
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Post by darth humac »

DarthZ wrote:Of course, the story is the best thing about KotOR 1 & 2 but that doesn't mean they have to exclude other things, like graphics (the first KotOR was pretty impressive in graphics but 2nd one was not since it had same graphics as the first).
I dont see why they are not as impressive if they are the same. Just because they arent improved dosent mean they suck.
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DarthZ
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Post by DarthZ »

darth humac wrote:I dont see why they are not as impressive if they are the same. Just because they arent improved dosent mean they suck.
I said that the KotOR 2 graphics wasn't impressive, not that they sucked; Half-Life 2 released the same year (if I'm right) says alot.
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Exiliado
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Post by Exiliado »

Graphics are importante for like 5 minutes, by the time u catch up with the storyline, u dont even care about the quality of them...
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DarthZ
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Post by DarthZ »

Exiliado wrote:Graphics are importante for like 5 minutes, by the time u catch up with the storyline, u dont even care about the quality of them...
Nah, graphics are more important than you think; most people think that they care about the storyline when they actually mostly care about the graphics, design and gameplay. I have to say that gameplay comes first, then story and graphics.

Games with only a story and graphics would be a movie, games with only a story would be a book. Thats why I think gameplay comes first (when talking about games).

In KotOR 1 and 2 story comes first 'cause I'd rather read them than just play them without any story.
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Post by seejai »

this one time when i was sick from school ( i became obsessed with the game from a series of illnesses and missing school) and so i beat the first one and without pausing to breathe i stuck kotor 2 in. and i definately noticed that kotor 1 was way better with graphics (which seemed strange to me)
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DarthZ
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Post by DarthZ »

seejai wrote:this one time when i was sick from school ( i became obsessed with the game from a series of illnesses and missing school) and so i beat the first one and without pausing to breathe i stuck kotor 2 in. and i definately noticed that kotor 1 was way better with graphics (which seemed strange to me)
KotOR 2 had better graphics (nearly same graphics as KotOR 1 but they added some stuff), KotOR 1 was better designed which made it look alot better; at first I thought they had "disimproved" the graphic engine.
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seejai
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Post by seejai »

DarthZ wrote:KotOR 2 had better graphics (nearly same graphics as KotOR 1 but they added some stuff), KotOR 1 was better designed which made it look alot better; at first I thought they had "disimproved" the graphic engine.
oh ok
i does seem like worse but i think i understand now
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DesR85
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Post by DesR85 »

What I had in mind for projectile weapons such as bowcasters or rifles to name a few is for constant firing when you initiate an ordinary attack action until the character reloads his weapon. Then the action will stop. It would be cool especially when firing a fully-automatic weapon at an enemy and imagine the damage inflicted especially if the enemy only uses a melee weapon and is charging at you.

On the topic of weapon firing modes, I would like to see some logic implemented in the guns used in the KOTOR series. It seems like most of the guns, especially rifles, in the KOTOR series have the ability to have different firing modes even though some of them do not look like automatic weapons or ones that have a grenade launcher (or heavy weaponry) attached beneath the gun.

What I would like is if the gun is a fully-automatic one, let it fire in a fully-automatic manner when initiating an ordinary attack (and stop when reloading, obviously). As for guns that fire semi-automatically, just fire like one but just keep firing until it is time to reload the gun. As for the powershot/powerblast, the skill should only be available if the weapon have an attachment (grenade launcher as an example) or is a heavy weapon.

Oh, and one more thing, I would like to see a reloading animation for rifles as well. It wouldn't look logical to see someone who keeps on firing a gun without reloading. ;)
''They say truth is the first casualty of war. But who defines what's true? Truth is just a matter of perspective. The duty of every soldier is to protect the innocent, and sometimes that means preserving the lie of good and evil, that war isn't just natural selection played out on a grand scale. The only truth I found is that the world we live in is a giant tinderbox. All it takes...is someone to light the match" - Captain Price
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