-
Posts
362 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
Everything posted by Kissamies
-
Finishing Moves
Kissamies replied to Boretti's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
The more conservative ones of DA:O were pretty cool, though they were a little buggy for some weapon combinations. I guess I wouldn't mind them if they happened when someone overkills the last enemy on the group. Just no slo mo or otherwise too long animations. Not really worth the resources, though. -
Using Looted Clothes and Armor
Kissamies replied to Amentep's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I would be all for this feature, but I understand why most people wouldn't like it. Doesn't necessary add micromanagement or detail, though. That all depends on how it's done. For example, if the game wouldn't allow you to loot armour or clothing at all because you wouldn't be able to wear it anyways, that would actually be simpler than carrying the 6 leather armours to merchant to be sold 2gp each. That would go against the Infinity Engine style, so no more about that. How about compromise: Most armour encountered in the game is munitions grade and can be worn as long as the wearer is of same race. However, there would also be higher quality tailored armour usually worn by noblemen and such who can afford it. That would require adjustments. The tailored armor would either have better general stats or just better protection against crits because the gaps between pieces are smaller. -
Identifying found items
Kissamies replied to Piccolo's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Yeah, I like the IDing, but unidentified items must be usable unlike in some of the more recent games using the mechanic. I also wouldn't mind if the more obvious properties could be revealed on use. It should be pretty obvious that a dagger hit better and does more damage than normal when it's used to carve up a couple of foes, but it also being able to shoot fireballs when it's pointed at something and a command word is uttered might not be as obvious. -
Experience for Killing Enemies
Kissamies replied to Jojobobo's topic in Pillars of Eternity: Stories (Spoiler Warning!)
If murder XP has to be done, this is probably the most tolerable way of doing it. Very small amounts would be the next. But generally, I don't like murder XP. It encourages killing things too much and sometimes even makes it feel like that you have to kill things. For example, there was this one NWN1 module for rangers I once played. The plot was that some ritual or poison (I don't remember which) made animals go bersek and attack anything. They went back to normal once the problem was dealt with. Now your average ranger would probably try to avoid harming the animals, but the game granting XP for killing them encouraged the opposite. -
Completely nonhumanoid species have been done in fantasy setting, but I think it would still be pretty non-traditional and unique. However, implementing would be a little trickier since they shouldn't be able to use all the same equipment, at least not armor, as humanoids.
-
I'm not that extatic about separating combat and non-combat skills, especially if it's 1:1 parity. If I want to make a character that specialises one on the other, I should be able to. Not rewarding XP for killing things however, I approve. Rewarding murder just encourages one kind of behavior too much and makes others unappealing by comparison.
-
Yeah, realistically you shouldn't be able to wear other man's armour unless you are exactly same height and build. Could still sell them for scrap, but if you wanted to wear them, you'd actually have to pay for adjustments. I don't think most players would like this level of realism, however. Just pretend it's all munition armour designed to fit a wide range of wearers.
-
I would prefer a well crafted skill improvement system with training and such, but people like their rewards just as Chunkyman said a few posts earlier. Got to have something awesome happen or you stop clicking the button eventually. Could still have some ability boosting perks for doing certain things.
-
I prefer navigable overland map with some skill usage FO/SoZ style (SoZ overdid the skill usage a bit, though). It gives me the best sense that the world is wider than the areas I can enter. BG2/IWD style doesn't feel as much as a word as a picture with some icons to click. BG1 style is a little better, but still feels more like a collection of areas.
- 61 replies
-
- map
- travel map
-
(and 4 more)
Tagged with:
-
The Case for Cannons
Kissamies replied to Deflare's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Yeah, I think cannons would make sense. Personal firearms might be rare but cannons could have replaced mechanical artillery as siege weapons. As for how this would appear in game, think how trebuchets and ballistas been in previous cRPGs and you probably get pretty close. But how about grenades? You know those black iron spheres filled with gunpowder and a fuse. Those would fit the apparent tech level too and maybe even be adventurer equipment.- 12 replies
-
- suggestion
- cannons
-
(and 1 more)
Tagged with:
-
No need for that. People who roll will just keep rolling until they get better than average stats. Unless their point is to get whatever they roll first or gimped characters. I find point buy fun and rolling tedious. I do agree with complex character generation system with lots of options that takes a long time to complete.
- 59 replies
-
- fun
- rolling-up
-
(and 4 more)
Tagged with:
-
Intelligent Evil Playthrough
Kissamies replied to d0riangray's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I have faith in Obsidian about this. They have been better than most in writing evil in the past. For example, I couldn't make myself play evil in KoTOR1, but in KoTOR2 I did and enjoyed it. -
Actually I wouldn't mind exploring a slower, more subtle and more powerful magic system instead of the more typical "lightning bolt!" "lightning bolt!" "death!" system. Spells would take minutes to cast, but in semi-vancian style a small number of them could be cast beforehand and then held in reserve to be triggered in combat. This sort of system would probably focus on buffs, healing, and other things you can do outside combat.
- 597 replies
-
- cooldown magic system
- vancian
-
(and 4 more)
Tagged with:
-
Level scaling
Kissamies replied to buggeer's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Yeah, this kind of level scaling may be perhaps sometimes kind of justifiable if done right. Depending of the plot, of course. It can even be kind of explained. If the PC takes his sweet time getting to the next main plot point because he's doing sidequests and getting XP, maybe the bad guy is doing the same or strenghtening his fortifications. Otherwise no level scaling and it's cathartic to wade through some monsters that were giving you a hard time earlier so I would want to keep encountering those occasionally.- 168 replies
-
- level
- level scaling
-
(and 1 more)
Tagged with:
-
So, realtime with pause...
Kissamies replied to catmorbid's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I also prefer turn based, but as is a homage to Infinity Engine, it's going to be RTwP. I think RTwP is fine too, provided the party AI is good enough so you don't have to pause every second just to babysit your companions. I also liked those scripts you could make in BG. -
Exploration System
Kissamies replied to Semper's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Yes, I don't care whether it's 2D or 3D, but I want my free roam overland map. Skill use and wandering encounters in old Ultima/SoZ style would be plusses as well. -
Agreed, but we already know that ain't happening, so we may as well roll with the punches. Same here. Class systems seem pointless especially in SP CRPGs and I hate my character concepts being restricted by them, but I guess we are stuck with them. Hope I can multiclass. That usually eases the pain somewhat.