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Epithets

 
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Antagonist
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PostPosted: Wed Sep 22, 2021 8:22 am    Post subject:

I don't know if anybody knows the long-dead project Jefferson aks The Black Hound which was to be a major new CRPG in the D&D Forgotten Realms. One of the most promising aspects the lead developer J.E. Sawyer came up was the concept of Epithets But what are they ? The are something like traits you get if you play a certain kind of character. For instance, if you keep killing people for money you would get the "Golden Hand" Epithet and people would start reacting to it, by maybe being disgusted or trying to other you work which otherwise you wouldn't get. Gentleman would be another Epithet which would have featured TBH. You would get it if you stayed calm and friendly even if someone insulted you.

There were many more and not all really fit for an Ultima but the general concept sounds great. As already said, it could be used to decide the outcome of certain situations like narrowing dialogue options to match your different epithets.

I don't know if it can be done in the Morrowind engine but it would be great if you would give it some consideration.

With best regards,
Antagonist
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Alchas
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PostPosted: Wed Sep 22, 2021 11:18 am    Post subject:

I dont think it would be necessary IMHO. I think the virtues and karma could be used for such things.
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Antagonist
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PostPosted: Wed Sep 22, 2021 3:09 pm    Post subject:

But karma and virtues don't make distinctions between the kind of good or evil things you do while epithets allow for a very precise character. Karma and virtue can be used alongside epithets for the "broader picture" while epithets will define your character on a more personal level.
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Alchas
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PostPosted: Thu Sep 23, 2021 9:01 am    Post subject:

I wouldnt complain if it was implemented, and I like similar systems in other games.
But I have a feeling it might be a lot of work for the poor developers, if they have to change most conversations in the game to allow for several such epiteths. I would rather see the game released sooner. Smile
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Chlorthos_Dragon
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PostPosted: Thu Sep 23, 2021 11:16 pm    Post subject:

Like any true Ultima, what you do in U9R will determine how you're treated, and we intend for situations and characters to respond differently depending on how you act ingame. Ultima has been doing this since Ultima 4, basically. However, with U9R, we will allow the player to either go evil or good and be able to complete the game. Whether one path is easier than the other will be debatable, though ; )

So, to put it simply, considering that we intend to do this regardless, I don't see the use of having some sort of title or epithet associated with it. You're good or you're bad. Thanks for the suggestion, though : ) always great to get those.

Keep it up,
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Corv
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PostPosted: Thu Sep 23, 2021 11:26 pm    Post subject:

Well, or youre somewhere in the middle balancing it where you still have the choice... But I wrote more about it in the "Bad Feature" (the name of the thread started by break man doesnt say anything about the content - so dont worry Wink ) thread in the New King forum...

But I agree with Chlor that the system described is not really needed since its more like a name for something thats implemented anyway - just without it being pointed out as a single feature. There is no need for giving the player something "visible" as those Epithets when you can implement it in the gameplay more seamless.

Dont get me wrong I really apprechiate your suggestion - and if we didnt have something like that already we would now seriously think about it, but I have problems wiht games (esp D&D games it seems) that point out cool features that dont really bring advanced gameplay. I played through all Baldurs Gate / Icewind Dale games and I was always SO excited about the features that were announced before. But then ingame most of them proofed to be nothing more than a cool name for something thats not even worth being mentioned seperately. We try to go a different way here - implement thigs that have no special name but are so cool that others would split it up into 3 features to present them the press Wink
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Antagonist
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PostPosted: Fri Sep 24, 2021 8:56 pm    Post subject:

No prob, it was just a suggestion, but we might have misunderstood each other slightly.

Epithets were not just to indicate your karma, eg showing if you have been good or evil. They were like a character's trademarks which he is given for solving events in a special way. For instance, if you are rude to people your (for lack of better name) rude counter will rise. If it hits a critical mark you will get the corresponding epithet which will "unlock" conversations and maybe quests. Meanwhile, the very same character can have a hard of gold and give beggars and other poor people money or other assistance. This makes another counter rise until he gets another epithet. Used in different combinations it might allow for very different roleplaying experiences.

Perhaps a better example would be an evil merchant. He lies to make the most profit and does not care if people suffer because of his actions. His karma drops obviously. At the same time the merchant is a brilliant liar and very charismatic and people like him. Because of this he has the "Tounge of Silver" Epithet.

Nevertjheless, even if epithets are too complex the game should make a fine distinction between karma and reputation. If I kill someone unseen in the forest it might be considered bad but people would treat me the same. There is no way they can magically perceive my karma (except for some mages perhaps).

Cheers,
Ant

EDIT: My attention span is very short these days. Sorry for bringing up the distinction between karma and reputation again. I read your answer in the other thread.
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Corv
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PostPosted: Fri Sep 24, 2021 10:11 pm    Post subject:

Antagonist wrote:

Nevertjheless, even if epithets are too complex the game should make a fine distinction between karma and reputation. If I kill someone unseen in the forest it might be considered bad but people would treat me the same. There is no way they can magically perceive my karma (except for some mages perhaps).


Thats somehow the way its done. And I understood you right dont worry, but I still think its a typical feature that sounded great but would have turned out to be made bad.... The idea itself remains great of course. And if someone REALLY integrates that with all the detail needed then it will be a good feature, but we think our system is complex enough, and we have SOOOO many other features we think are more important to implement... and well, we want to finish it someday too Wink
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Antagonist
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PostPosted: Fri Sep 24, 2021 10:34 pm    Post subject:

Don't worry, I have so much work on my desk that it will keep me busy for another 9-10 months so take your time.

*back writing damn code*
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