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About PillarsofEternity

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    (1) Prestidigitator
  1. Does this world have a printing press? I don't believe so. Have they mastered surveying techniques? Probably not. You're talking hand drawn maps created by a scholar collecting various traveler's tales and adding various creative embellishments. You'll be lucky if a map is even close to accurate. The best maps will probably be of coastlines; not of interior trails and dirt roads. I wasn't actually referring to an accurate map, with roads or trails. Even the location of the landmarks doesn't need to be accurate, just ballpark. You grossly underestimate how quickly cartography produces s
  2. I'd like a map where you can see every major (and probably minor) location mapped out from the outset, even if you can't travel everywhere straight away. Might ruin the feeling of discovery, but let's get real, most of these civilizations in games are advanced enough to have mastered cartography prior to your arrival. These maps could then, presumably, be sold to anyone who wants them. Moreover one would imagine that many people, especially those entrusted with saving the world, might have some knowledge of their local region beyond a blank map they can fill out as they go along.
  3. Maybe some people believe that, but I think most people with an ounce of common sense know that there is a discernible difference between Spanish and Portuguese. I can assure you that, despite not being pals with anyone at Obsidian, the decision to not include a language will not be based on baseless assumptions, but rather business considerations. As for the second point, it's not a question of creating translations based on how many speakers a language has. Largely, it's based on asking how many people are likely to purchase the game, and what language they tend to speak. The fact
  4. No one game in particular. Aside from narrative, a large part of the attraction for me was the promise of a 2012 take on creating an isometric based RPG. The art style, coupled with improved fidelity, promised much. For the most part the game looks great, though the lack of environmental animations is a sore point for me. What they've created so far is impressive, but I admit it's not quite what I had in my mind when it was announced. Hype was in overdrive when the first screenshot hit, but the subsequent gameplay releases notched that down a bit.
  5. Walking for me too. Just another aspect where the spiritual successor lacks the spirit of its predecessors. The toggle idea is the right one. If you really want to run, you could always double click on the spot where you want to move, while single click is for walking. Naturally you could also have an option which reverses those functions for those who prefer to run.
  6. Ultimately, yes. But they also sold the game based on the idea of dynamic backgrounds too, as can be evidenced in early videos.
  7. They probably have reasons why they are not included, but I agree with your sentiment. Frankly it's not good enough. The game looks so static and feels dead. It is actually kind of painful to look at at times. The video in update 49 showed a glimpse of what was possible, but watching the game in motion now it feels as if the last 2 years their only goal was to make the game look worse. Yeah, they have other things to do: gameplay, story, world building, etc. That's all fine and dandy. Occasional animations on trees and shrubs should not have been cut under any circumstance. It's good
  8. They also had an update with Tim Cain early on. I've written the question and answer below. Question: After seeing the screenshot, my anticipation for the game has spiked considerably, but it left me with a few questions. I understand that the 2D portrait background concept (?), but will there be any overlapping animation with the river to make it appear flowing, even if the actual image doesn't move? The same question for flowers and trees, and will wind be simulated somehow? Tim Cain: Yes, we're going to have animations in the backgrounds. If you're familiar with my game Temple of E
  9. The grass not moving is not a big deal I feel. The trees/shrubs not occasionally swaying would be criminal. Watching videos of the game, it is the one glaring thing that is missing from a visual perspective. The entire scene looks dead without movement. It's actually irritating how static everything looks, made worse by the fact that there are these lone leaves that float about now and then. They had a prototype of it on April 10th, 2013 when they released update 49. It shows how much of a difference even minimal movement of trees/shrubs makes a difference to immersion in the game wo
  10. I'd like to see the map as basically an interactive version of the map they have already made: http://media.indiedb.com/images/games/1/20/19152/pe-pillarsofeternitymap-1750x1426.jpg
  11. Hello, I hope this hasnt been asked before, and I apologize if it has. The question I wanted to ask - though I suspect I won't get a clear answer because of the nature of the question - about what kind of sales are being projected by Obsidian/Paradox for PoE. Moreover, what would be considered succesful to fund future iterations? Ostensibly, the game has sold 80,000 copies to date, all of which will be distributed to backers. While Kickstarter is regarded as a platform where developers can get a game directly to the consumer, we all know that the real potential for this game lies bey
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