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Everything posted by nikolokolus
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Update #66: Double Whammy
nikolokolus replied to BAdler's topic in Pillars of Eternity: Announcements & News
In what way is this even remotely "fun?"- 208 replies
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- Project Eternity
- Darren Monahan
- (and 5 more)
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In a word "money." As in both expensive to make and not particularly profitable compared to other genres. So if you're a big shot publisher, do you pay somebody to quickly churn out a shooter with lots of 'splosions' and purdy graphics and sell hundreds of thousands or even millions of units or do you fund a project with a much smaller audience that takes 3 to 4 times as long to produce? I love isometric RPGs and it saddened me greatly when they started to disappear from store shelves, but I get why it happened. Thank god for Kickstarter I guess?
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"Baldur's Gate" didn't ruin the game that bears that name and somehow "Divine Divinity" overcame its issues. So even though the "Pillars of Eternity" isn't exactly blowing my skirt up, I think it's a name that can grow on me, and to be honest all I'm going to care about is whether or not the game ends up engrossing and fun, the name doesn't make it or break it.
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how will the Ai work
nikolokolus replied to okkoko's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
fix your topic. Obsidian traditionally cant make AI, NWN2 (and Tony_K with his Companion and Monster AI) is best proof of this. For modern games AI is weakest point, dev's usually fix lack of AI by scripted events and cheats ( invulnerable enemies etc ). It's really bad because with good AI gameplay totally different (macro instead of boring micro, it's my own experiense when i play NWN with Tony_K mod and without him). Just to be a completely pedantic butthole, you really didn't "fix" anything? -
I sort get what you are saying Sacred_Path. Personally I'm going to wait until I can actually sit down with the game and see how the systems "feel" in practice before passing any judgement, but I do have some reservations about the idea that "no bad builds" will sort of reduce every character into a sort of indistinguishable "mush" from every other build. For instance, this is the biggest gripe I have with a game system like 4th edition D&D - every class "feels" just about exactly the same no matter how you build a character.
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Legendary weapons
nikolokolus replied to hollowcrown's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
If I had my druthers enchanted arms and armor would only be "Legendary" and exceedingly rare and dangerous to both the wielder/wearer and their enemy. The idea that there are "run-of-the-mill" magic items is a bit of a contradiction and one of the worst things to ever happen to fantasy gaming/literature. I'm all for tiers of masterwork items and things like Ulfbehrt swords and Damascus steel that distinguishes something from the common dross that the village blacksmith can forge, but a magical item in good fantasy literature is almost always something to be in awe of and even feared. -
I just found P:E randomly
nikolokolus replied to Kneller's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Sadly we're all in a bit of a holding pattern waiting for the next great and bountiful classic RPG rennaissance. If you're in the mood to pine for more "olde skewl" games you might want to keep track of Larian's Divinity: Original Sin which is coming out (probably)? in February. Other than that, there's ton of games on GOG.com for dirt cheap that can probably keep you entertained and it's doubtful you've played them all. -
I guess I'm not worried about it because of the way Mr. Sawyer (et. al.) have described the way that the classes will work in this game. It already sounds as though you will have the ability to push characters in a lot of different directions mechanically. Larger than that is the fact that you have a party-based game. If this were a single character game, the ability to customize down to the finest detail would be a lot more important (and I'd rather see a classless system in that case) but if part of the game's challenge mechanically is finding a party composition that allows you to tackle the game's various obstacles then I don't think multiclassing is such a hot idea.
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My personal preference is that the power scale for this game system be "shaped" logarithmic-ally. That is to say, when you get to higher and higher levels they have progressively less impact from one level to the next. Too often games tend to scale exponentially or geometrically and once they get out of the "sweet spot" (say 4th to 12th level in old-school PnP D&D) you see any attempt at narrative coherence get thrown right out the window unless some supernatural, demigod-like structure takes over.
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Some of you guys need to expand your horizons on elves. Read Lord Dunsany, Poul Anderson or even Michael Moorc.o.c.k and you'll never look at the flighty buggers the same way.
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If anybody is into Frog God Games's stuff (Tome of Horrors, Swords and Wizardry Complete, Rappan Athuk, etc.) They're doing a kickstarter for their "Lost Lands" campaign source book. It's going to be spendy, but it's estimated to be 500+ pages and built for sandbox play for levels 1-20. Speaking from personal experience, all of the stuff of theirs I've purchased has been of the highest quality in terms of editing, writing, organization and creativity. http://www.kickstarter.com/projects/froggodgames/the-lost-lands-sword-of-air?ref=category Also Reaper is doing another "Bones" miniatures kickstarter. A fantastic way to get a huge assortment of high quality, plastic minis http://www.kickstarter.com/projects/1513061270/reaper-miniatures-bones-ii-the-return-of-mr-bones
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See you just perfectly illustrated why Gygax and Arneson had level limits for elves, dwarves and halflings. These are not cultures of ambition.
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Option to disable level cap?
nikolokolus replied to Nirgal's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Since it doesn't appear that you'll be able to kill mobs, break open their bones and suck out the sweet, sweet "XPs," but instead will get experience points for overcoming the defined obstacles in the game (by stealth, by word, or by blade) we already know then that there's an implied level cap, because there is a finite amount of experience points to be earned in the game. -
If people are looking for an alternative to pewter/plastic minis, these hardwood tokens (and other stuff) seems like they could be pretty good. I backed at a pretty modest level and the guy running the campaign has been very communicative at a one-on-one level. http://www.kickstarter.com/projects/60680001/ironwood-engraving-affordable-role-playing-tokens
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I'm keep teetering on the fence of whether to purchase (yet another) rule-set and then I ask myself, "when am I ever going to be able to play/run a Numenara campaign?" I just barely scraped together enough people recently to play Castles and Crusades, and I've got Dungeon Crawl Classics beckoning me to use it from my bookshelf. If people start bugging me to run a science-fantasy or Dying Earth game, then maybe, but for now I think I'm going to pass.