alignment
#1
Posted 14 December 2004 - 04:35 AM
i mean lets assume some thief organisation is evil from the point of view of the authorithies. but do you think my fellow thief friend views me as evil? i dont think so. as an example.
#2
Posted 14 December 2004 - 07:05 AM
The problem is that many characters would eventually end up like each other, having taken the most advantageous course at every turn. Disadvantages would be harder to implement. Could be done, though.
Yikari, monk NPC
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#3
Posted 14 December 2004 - 07:13 AM
i think in every crpg is some form of alignment(good/bad) or faction(mage/warrior/thief). do you think this is good? would you like to abandon such thoughts? are they realistic? do you have a better concept? what do you think bioware should implement?
i mean lets assume some thief organisation is evil from the point of view of the authorithies. but do you think my fellow thief friend views me as evil? i dont think so. as an example.
On the other hand, the alignment does not affect the plot, so I don't think it matters. It's a way of defining your character.
#4
Posted 14 December 2004 - 01:46 PM
That turned out a bit longer then I expected, but anyway I think this is a great way to have things done if there arent any set classes etc.
Its not as much of a problem as you might think (done the way TES does it at least) because for the most part all the skills are equal. Of course as most games are mostly combat-based then combat skills are the most useful, but the other skills are equally so.The problem is that many characters would eventually end up like each other, having taken the most advantageous course at every turn. Disadvantages would be harder to implement. Could be done, though.
Edited by Tom, 14 December 2004 - 01:54 PM.
And the front rank died
And the general sat and the lines on the map
Moved from side to side.
#5
Posted 14 December 2004 - 03:05 PM
though i havent played it i only heard in fable the people actually see by the looks you are a bad guy and dont treat you good. or the visual effects of kotor when becoming corrupt is good. this is a good way of doing it.
edit: to tell the truth i like this leveln as it is done in morrowind and dungeon siege more than this straight steps. it feels more real somehow.
Edited by Schatten, 14 December 2004 - 03:07 PM.
#6
Posted 14 December 2004 - 05:16 PM
Futurama quotes rock
#7
Posted 16 December 2004 - 01:32 AM
#8 -Quiet Lurker-
Posted 17 December 2004 - 12:05 PM
Well, my chars are usually chaotic neutral, so that I can do what I want without the alignment restriction of the good and evil alingments. Lunatics and madmen hehe!
Now, here is one person who will never roleplay as a monk.
As chaotic neutral you can due 'whatever you please,' though to qualify for chaotic neutral, you random deeds should be "good" or "evil" with relatively equal probability.
The alignment system is rather restrictive as a summary of beliefs, but you ARE roleplaying. And it wouldn't be exactly "roleplaying" if your your character doesn't follow a set of beliefs that define them. If there is no alignment system, there wouldn't be any difference between a roleplayed Paladin and a roleplayed Fighter besides the extra feats the fighter gains and the extra spells the Paladin has.
There would be no "roleplaying," only stat building.
I suppose the system can be improved by setting a continuum for alignments, after all 'good', 'evil' and 'chaos' are all theoretically infinite (not sure about law though).
#9
Posted 18 December 2004 - 08:44 AM
#10
Posted 24 December 2004 - 09:58 AM
Futurama quotes rock
#11
Posted 24 December 2004 - 10:11 AM
#12
Posted 28 December 2004 - 02:41 PM
#13
Posted 29 December 2004 - 10:48 AM
#14
Posted 29 December 2004 - 03:57 PM
#15
Posted 31 December 2004 - 03:28 PM
#16 -Quiet Lurker-
Posted 31 December 2004 - 05:59 PM
I don't think that killing a person when no one else sees you should give a status of anything.
You know, this is where the term "skeletons in the closet" comes from.
I think the alignment system, despite being flawed is necessary. It gives the players a direction to roleplay, something that defines the nature of the character being portrayed.
Reputation changes too quickly and is not always determined by the actions of the character. For example, a "good" person can be framed for something s/he didn't do, and thus be hated by everyone, while an "evil" character can be well-loved by the people around him by discreetly "silencing" dissidents and spreading propaganda (there are several examples in real-world both past and present who fits into the latter persona).
Roleplaying a character by reputation is even worse than roleplaying by alignment.
Do characters act according to their beliefs and more importantly to their natures or do they have to "live up to their reputation?"
#17 -Guest-
Posted 01 January 2005 - 08:31 AM
#18
Posted 01 January 2005 - 09:13 AM
#19
Posted 03 January 2005 - 12:15 PM
Hope that make some sense. Just some random thoughts on the subject ....
#20
Posted 06 January 2005 - 02:14 AM
Here's an idea:
characters start off at true neutral (or equivalent) alignment. The player can roleplay however he wants, and the char's alignment changes over the course of the game to reflect the player's actions. Like NWN, chaotic/lawful and good/evil points are gained by performing certain actions.
However, this does not affect the char's standing and reputation. The character has a different reputation for every major group or city/area. Performing more political, or apparantly good/evil acts will affect reputation and how the character is treated.
For example, if a character confesses to a crime he did not commit in order to save a young child, his reputation will fall, but he will move towards a good alignment.
Yikari, monk NPC
Shed's Mods - Three time TeamBG Contest winner!
The Jerry Zinger Show
ShedPlant.net