
esyvjrt
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Everything posted by esyvjrt
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Yup, this sort of thing is why some games have replay value for me. You can't see it all in a single go. Some decisions will get you enemies. Some will make companions love you and other ones they will hate you. Some character builds work better with companions 1 through 4, and others work better with 5 through 8. Or some such. Those are mutually exclusive things. The "replay value" of the party limitation is between arbitrary artificial replay-ability and a consequence of a mechanical limitation (party size for combat). The first i think have no reason to be, since there are a lot and more important replay-ability sources, and the companions have reactivity and relationships. What leaves us with it being a unwanted consequence of the mechanical necessity of having a party size limit for combat, on the roleplay aspect, so the OP suggestion is to directly separate the combat and roleplay party so one does not interfere of such an important way on the other. I think the non-combat party is meant to be the core party, and the "combat party" the "pokemon team" for the combat game in the rpg
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Seems better that having a party of 12, i play a few times but just one complete play through, and was willing to go around with 12 people for the companions, so +1. Big problem for me too.
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My first thought was that each DLC is focused on different aspect (lore, story, combat, decisions) and if the other aspects are solid i really like the idea, it would allow to greatly developed expansion on the specialized aspect. Not very enthusiastic for combat related focused content tho I will wait to play the complete game, so what i want for the DLC in terms of when its accessible is whatever is better for the franchise
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Return to Caed Nua Survey missing ending for Zahua
esyvjrt replied to qEin's question in Backer Beta Bugs and Support
"Zahua came to understand that the time of the Tacan had passed. With his soul no longer fettered to worldly concerns, he grew to become the enlightened Anitlei his shaman had foreseen. He took up in an empty monastery near Coldflow Lake, and word began to spread of his presence there. He taught pilgrims and students how to leave behind their vanity, their fear, and even their past. He invited those who studied with him to share their newfound knowledge, so that all might free themselves from suffering." (Legacy <0) Is also missing -
Magran and Skaen are looking good, Eothas is ok, but Berath and Wael look bad in comparison, maybe a pure damage scythe model, but Wael will need a more creative solution to fit his portfolio. I'm sure its not the final version though.
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I would prefer the journal to be an objective description of only events and actions, and be able to edit it to add character, motivations, or whatever anyone wants.
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I would also like to see godlike with less physical manifestations (like Pallegina), but this would require to work on each godlike appearance for every kith, or to add godlike characteristic to just the physical elements that the kiths don't share. Maybe you could imagine godlike characteristics that don't contradict the model (high body temperature, fire eyes, fire butt, i don't know), and then add the godlike talents and remove the other racial talent with console, if you really want the talents but really dislike the models.
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The builds are based on something specific, whether is just a subclass and an attribute, that would be very flexible, or a specific secret lategame item plus a companions unique subclass and a story talent. So its inevitable unless there are no unique effects. And what Boeroer said. Maybe a good idea would be to make a clear convention on the use of tags to communicate how many and what are the bases of the build, its flexibility, and whatever variables people who are into builds identify to help readers.
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[Single Class Druid] - Shifter Subclass
esyvjrt replied to DexGames's topic in Backer Beta Discussion
Upgrades to the different spiritshifts passives and abilities for the base Druid would be nice, then the Shifter would only need toggle one form and a nerf to spells -
Now merge Strength and Constitution
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Leaving the mechanical reasons and problems, if there is a way to solve that feeling of arbitrary and artificial restriction it would be great Outside combat buffs being weaker, putting the ability in combat on cooldown, spending more points, for those who doesn't use meta-knowledge maybe allowing it as a option... i don't know.
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-More lore for subclasses, specially the ones that are important to define a character, like the philosophy for monks, priest, paladins, or the science of wizards and ciphers subclasses. -Character creation menu: could you allow us to navigate and establish different aspect of the character in any order? -No fist proficiency (just for the feeling, even if is bad) -No no voice option, may sound silly, but i rp as myself and affects my immersion, no big deal, probably will be easily moddable
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The Results of our Recent DLC Survey
esyvjrt commented on emoney's blog entry in Obsidian Marketing and Market Research Blog
Same here, always wait for complete game, with all DLC. As for the price, if it is good, it doesn't really matter. RPG and Adventure. Didn't saw the examples of adventure games, haven't play any of those, i was thinking on Day Of The Tentacle, Grim Fandango, Downfall, etc. -
Having the bonuses presented before the attributes and skills, and making sure the player know that it can be changed after, would keep the aimed feeling, and it wouldn't confront mechanics and rp. It would be more like: "In general, someone from here that used to have this occupation would have this characteristics, but, hey, not necessarily, continue to establish who you are"
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The designers choose what are the best for the characteristics they think are more important for the experience of the general player, of course they give you options to adjust the game to what you want from it, but just for the options that don't compromise the experience of the average player. Difficulty settings let to choose what is best for each player based on whether this is important or not for them. They decided that will be better for the general experience to design the game around a 5 members party and not be able to modify this cap The party size limitation is consequence of combat and replay-ability importance and generate problems for those for whom combat and replay-ability are not of big importance compared to having an arbitrary limitation of companion for role-playing purposes, for those who don't have time or just wont replay the game and want to experience all companions. Ii think a solution is to let the players modify their experience by making it easily moddable, so its not an option in the menu, and it feels like a modification of how the game was supposed to be played and was designed for, but still let people modify their experience according to what is important to them in this aspect. Same with difficulty settings, i think it could be cool to be able to be able to mod difficulty( (hp)x(X)?, (accuracy)x(X)?, etc) for those who find PotD easy
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Monks are the most fun class to play, you should go 6 monks: funx6
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