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No levitation
01-01-2006, 11:07 PM,
#21
 
I love the fact that levitation is out, because it makes it easier and a lot more fun to design challenging quest-type dungeons and tombs. When modding for Morrowind I thought to myself a bunch of times, "Nah no point in doing that, most players will just levitate over the problem anyways." Now I can finally give players the severe punishment they deserve for entering my places!! :chaos:
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01-01-2006, 11:09 PM,
#22
 
heh, but you forgot about the telvanni
"What happens when an unstoppable force meets an immovable object?"

"The ignorant say more than they know, the wise know more than they say"
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01-01-2006, 11:22 PM,
#23
 
Quote:Originally posted by batman
heh, but you forgot about the telvanni

Our area is pretty lucky in that regard : o)
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My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it.
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01-01-2006, 11:25 PM,
#24
 
Powerful Telvanni PC will rock! Big Grin
The Forgotten Ones have returned.
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01-02-2006, 01:23 AM,
#25
 
yeah! and we'll have the teleport sigils so it wouldn't matter about the levitaion, and it means floors don't nave to be phisically connected, they can be separete cells, and npcs will move back and forth between them based on RAI! imagine the first time we see an NPC appear through the teleporter of his own regard!
"What happens when an unstoppable force meets an immovable object?"

"The ignorant say more than they know, the wise know more than they say"
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01-02-2006, 08:20 AM,
#26
 
Quote:Originally posted by batman
yeah! and we'll have the teleport sigils so it wouldn't matter about the levitaion, and it means floors don't nave to be phisically connected, they can be separete cells, and npcs will move back and forth between them based on RAI! imagine the first time we see an NPC appear through the teleporter of his own regard!
very kool idea
chilll, and lisen to di.fm


Woot pre-ordered oblivion!!!!

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01-02-2006, 10:58 PM,
#27
 
Quest that you have to kill someone but he flees through the portal to safety and you have to find alternate way up, or get the sigil somehow.
Ahhhh. Big Grin
The Forgotten Ones have returned.
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01-03-2006, 05:39 AM,
#28
 
a seed of a good idea, that is! :goodjob:

i don't think we should have separete sigils per floor unless called for by a quest, otherwise maybe just a single sigil per tower?
"What happens when an unstoppable force meets an immovable object?"

"The ignorant say more than they know, the wise know more than they say"
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01-04-2006, 10:25 PM,
#29
 
Perhaps limiting the Lords Chamber with a special sigil.
The Forgotten Ones have returned.
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01-05-2006, 03:25 PM,
#30
 
yeah! maybe have special areas sealed off by unique sigils
"What happens when an unstoppable force meets an immovable object?"

"The ignorant say more than they know, the wise know more than they say"
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