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bigsun123

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About bigsun123

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  1. Ekital your solution worked for me, much thanks!
  2. I am having the same issues as OP crashing to desktop after launching via steam and seeing the obsidian loading logo,, system specs HP laptop Pavilion dv6-1230us Entertainment Notebook PC series Windows 7 64 bit Intel core 2 duo T6500 2.1 ghz 4 gb ram Intel Graphics Media Accelerator 4500MHD
  3. just to piggyback on this thread, I have a 6 year old HP pavilion laptop. Windows 7 64 bit Intel core 2 duo 2.1 ghz 4 gb ram Integrated graphics It crashes to desktop after loading the obsidian and paradox shots. I am under the recommended settings so I'm not surprised. Will probably be upgrading soon.
  4. It's hilarious the mental gymnastics involved for some people. OP I hope you get hired or commissioned or something by a company, maybe even Obsidian to do work for the expansion if they need additional artists. Heck, how many developers dropped in to say something positive and commend you on it? I would value their input a whole lot more than people that are never going to give you work. If you want to read other funny anecdotes about this kind of stuff, check out Clients from Hell. Bottom line is if you keep giving away your work people are going to expect it from you and be shocked you're willing to charge or even ask for credit for things.
  5. I'm not in the industry, but it sure seems like to me you definitely have the ability. I'd encourage you to reach out to some of the people at these companies, they always need art assets. And the more you post the more likely you'll catch the eye of someone important. Best of luck! I looked up your website and it looks like it's down at the moment. If you have a Tumblr or other blog I'd love to check out your other work though.
  6. I gotcha. I'd check out the wiki here if you want to learn more about the abilities of each of the different classes. http://pillarsofeternity.gamepedia.com/Pillars_of_Eternity_Wiki You could view the different abilities and talents you can take for each class as essentially creating the sub classes you describe. However, instead of being rigid right at the start, you can choose to specialize as you level up. I think this helps you become more informed as to what abilities will be fun for you. For example, if you played BG1EE you could choose a Paladin subclass called the Cavalier, which had bonuses to hitting dragons and demons as well as some other tweaks, but couldn't use missile weapons. This sounds pretty awesome, but a new player wouldn't know that there are no dragons and demons until the second game, and missile weapons are more important when low level. By choosing your specializations as you level, you get more flexibility and some feedback as to what you'll want. Also no arbitrary limitations for the sake of bonuses.
  7. By subclasses, do you mean dual/multiclassing or kit classes? In regards to the dual/multis, I think one of the strengths of Pillars' system is that they aren't really necessary. Want to make a wizard that can wear armor and use axes? Boom, you can, instant fighter/mage. One of the main reasons for me to take the multi classes was to get around arbitrary item restrictions, which were probably there for balance purposes. I like how certain choices can be less ideal in Pillars, by slowing action times, lowering defenses, etc. but aren't simply not allowed, like a wizard not knowing how to hold or use an axe.
  8. It's funny you describe the premise of BG3 like that, because from the Pillars Wiki: The player witnesses an extraordinary and horrific supernatural event that thrusts them into a unique and difficult circumstance. Burdened with the consequences of this event, the player has to investigate what has happened in order to free themselves from the restless forces that follow and haunt them wherever they go. Obviously I don't know the story of this game, but cancelled titles don't always die completely. One example that Josh Sawyer and Chris Avellone worked on is Fallout: Van Buren. From the article: "One of the more significant elements of the plot and back story of Van Buren was to be the war between the NCR and the Brotherhood of Steel. One of the main designers, Chris Avellone mentioned that aspects from Van Buren would appear in Fallout: New Vegas such as the NCR- BoS war and a companion from Van Buren, Joshua Graham appears in heavily modified form, as does an antagonistic faction known as Caesar's Legion." Good ideas and stories can often be adapted, and since the games weren't released we may never know what was borrowed or referenced. I'm sure Obsidian will do a good job with this one though.
  9. None of the palette shifts bother me either, because you're realistically not going to see them all together except during the character creation screen. If you're rolling up 6 female elves and can't find completely different portraits for each one you may be out of luck, but in any other case you should be fine. I'll add my vote in towards more Aumaua, Orlan and Godlikes if there's time.
  10. Thanks for uploading these! They look great, definitely glad to see a lot more selection compared to the old BG games.
  11. Not an art critique but more of a UI thing. The scripted sequences artwork looks great, really invokes a storybook feel. However the options and the bonuses they rely on I feel like could give more information. For example, would there be a way to list the Constitutions or Athletics skills for various characters? For the picture above, you could list [Athletics - 18] for the PC or corresponding character. In the last PAX panel Josh could chose a character to swim though a tunnel here: https://youtu.be/BsX3RLUAU6Y?t=13m10s Which was implied to be based on a characters endurance, or constitution. If each character's relevant stat could be listed that would make it easier to choose who to send, as you can easily tell who has the highest score, instead of having to memorize the stats, as I don't think there is a way to exit the sequence and look it up. If the attributes omitted due to a higher difficulty setting, and the normal version does this then I'm fine with it. I'd still like some numbers anywhere the listed attributes are displayed though.
  12. I haven't played the beta, correct. I have linked to a video, and I encourage you to check it out at the time I mentioned. The enemy falls and there are still several seconds where the spell was active while the player was trying to get to the next enemy. He didn't get to them in time and all his effects wore off with no warning. This would be frustrating to me, as I would expect effects to either last the full duration or have some better indication of ending. Not really obvious to me. Voss, I believe some of the issues with the save games and combat states are due to the team being new to working with Unity. There's also some issues with not allowing a single person to enter buildings alone, like you are encouraged to do in some thieving quests in BG1. Again, minor things but I'm not sure how the budgets for the respective games allow for what features to get in. Back to the topic at hand, yes I would like an animation for the skeletons disappearing, it would be a better notification and less immersion breaking. Also, I would like the summons and effects to last for the full time of the spell if possible, instead of disappearing sooner if enemies are killed more quickly.
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