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Kal Adan

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Everything posted by Kal Adan

  1. True, but I think about it this way: if I don't want to spend too many spells (or abilities, or whatever equivalent) on encounter, then having heavier armor can be more beneficial to me over having lighter armor that allows to cast spells faster. I will probably show restraint in using abilities due to their limited nature, so I will not gain much by being able to use spells more often and I will gain advantage in combat due to armor as enemies will hit me for less. And I will still be able to cast spells if needed. It's just an idea. I hope Pillars of Eternity can support that.
  2. I just read that there might be problems with getting a physical copy of the game for "some parts of the world". I do hope that Central Europe count as relatively close to get a box with disc inside the day Pillars of Eternity are released world-wide.
  3. Just some theory crafting for the future of combat design: If one attack takes 4 seconds total (for normal weapon, shield and heavy armor) and actual attack animation takes only 1 it means hero is idle more than he's actually fighting (3 seconds out of 4) when in combat. My proposition would be slowing down the attack animation itself. Animation would cover some time of the recovery phase (when character stands idle) and make it look like character is more active than (s)he really is. Or - more complicated solution - there should be two animations when attacking from the start: the actual attack and post-attack animation, where weapon user is bringing his gear to the state where attack animation is supposed to happen. Think Dark Souls: when you had insufficient stats to handle a weapon your character spent more time showing you how problematic it was for him to swing his weapon around. That's very important, because recovery penalty could be modeled into that in case if it's a very long recovery (like 9 seconds).
  4. There are moments, when pauses between characters' actions are very long and it looks weird when you see the whole team "pause", because it just happened that all are in state between their attacks. Baldur's Gate did it right, because the "fake" attacks added to the flow. You know, something was happening. What I wonder is if there will be slider for "combat speed". This would probably solve my problem with long-ish delay between attacks. Especially when we also have an option to play in slow motion. It's not a game-killer by any means, but makes combat look not smooth.
  5. I have a dillema as well. Originally I planned to go as a warrior, because I love characters cladded in heavy armor, with a big shield. But from what you're saying it seems that there is no restriction to armor and weapon of choice in Pillars of Eternity, so I think about paladin, chanter and priest as well. In wikia all three are summed up as "leader". What does it mean? They are benefiting the team as a whole with their abilities?
  6. It's good that Angry Joe took note of Pillars of Eternity. He has very... american style of reviewing his games. By that I mean his videos are very entertaining, even when game is pretty bad. It's a show, one worth of watching. He is loud and swears a lot. But he is very honest too and backs up his opinion with a lot of video material. He uses scoring system in a meaningful way (unlike most people). If game will be good in his eyes, then Obisidian will get free marketing as he has a lot of followers who do trust Joe to be clean when it comes to describing games.
  7. I disagree, although I do see your point. I remember Baldur's Gate II: Shadows of Amn fondly mainly because characters had their own agendas, their own beliefs and were willing to stand up to them. The point where they left a team after you took too long to help them complete their goals or did something they couldn't "live with". Many of them weren't even trying to be nice to you. It made me think of them like they were human beings real and thus I cared more than I would otherwise. What you're saying can be true, but in the context of old dungeon crawlers or hack'n'slashes, where story and characters play a minor role and combat is the most important part. You can play IE games the way you describe, but that's one way to do it and I'd argue not the best, because the focus understanding of RPGs shifted from traditional dungeon crawling to role playing as the most important aspect of RPG genre. That's how I approach it.
  8. Well... It's usually problem of gaining money versus spending money and balance between the two. There needs to be a mechanic creating incentive for meaningful "money sink". Are you wounded? Buy bandages. Are you sick? Buy medicine. Are you out of arrows? Buy arrows. Are you out of supplies? Buy supplies. In addition you should be able to spend "extra coin" on upgrades, like better weapons and armor. If costs of keeping yourself operational are too low, then you'll amass gold rather quickly. If costs are too high, then you run into risk of running out of gold. Given that it's desired to have more gold income than expenses (because you want to upgrade your equipment at some point) it's no surprise people can get very rich by selling all enemy equipment and spending as few coins as possible.
  9. I was rest-spamming in Baldur's Gate II: Shadows of Amn and I had no idea it was wrong way to go at the time. I only learnt about rest-spamming being bad when I read discussion about changed camping mechanic, and I have to say it's very interesting idea. I like semi-simulationist elements in games, so I will probably try to use camping cautiously in Pillars of Eternity. It does remind me of games like Dark Souls and Darkest Dungeon, where campfires are also very important.
  10. I will probably get a boxed version (less to download), but Steam doesn't bother me at all. It's very convenient. It's not like I will play it on my laptop anyway, so why bother getting DRM-free copy from GoG?
  11. I don't mind no romance, but at the same time I don't mind romance. Depending on how well it's done. Truth is, it's hard to get it right to enchance the narrative or relationship between an NPC and player-character. RPG is much more than just romance to me, so I am unfazed with Pillars of Eternity not having it. What I find more important is how your choices matter, how creative you can get when solving quests, NPCs having their own personalities, affairs and opinions about you and your actions and so on.
  12. I am a big fan of procedural (infinite) content, but even I don't think this could work in a game like this. Without full focus during the design phase on procedural generation infinite content is out of question. Pillars of Eternity, as is stands, is a game that will always be limited and pre-scripted. You could dynamize some aspects of the game to some extent, but this would require different approach and some tech that's pretty experimental at this point in time. I am talking about AI, internal logic and game's engine. All have to work together if a non-scripted RPG game is to be made. There was the project to advance storymaking in an RPG genere, but sadly it got little attention and it's now on hold. So, for now, pre-scripted and finite content will have to suffice. I only hope game will have enough pre-scripted options to accomodate all players and will be different a couple of times I decide to do something different, not "say something different and you'll get the same outcome, because we are lazy" thing.
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