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Everything posted by Starwars
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I hope I don't sound too overconfident when I say that, I can guarantee you won't be disappointed here. Those of us in the audio department are relentless in our pursuit of creating living breathing worlds through sound. We rarely settle for second best. PE is one of those dream projects that just begs for a rich, lush, and immersive soundscape. We can't wait to dig in... I couldn't agree with this statement more, Syraxis! Excellent to hear, can't wait to hear what you guys come up with in this area!
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For containers, sure, but a lot of the things within should be destroyed (including potentially valuable items, not just "junk items"). As for doors, I am not sure if I like this mechanically speaking. Sure it makes sense realistically speaking but if you have a skill, or skill-set, that includes lockpicking then that skill needs to be important and meaningful. As such, I would much prefer it if doors were unbashable if it would make a lockpicker be able to access unique content/bypass certain things. I don't have much problems overlooking the "logical" side of things. Basically, it would depend a lot on how the skills system is designed in the first place. But yeah, if you have a lockpicking skills AND the ability to go through locked doors with force, then there needs to be a *really* big drawback to bashing them.
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While the budget will be somewhat limited of course (who knows what it would be compared to what a Planescape or BG2 would cost if they were made today), I must admit I don't quite get the idea that people will hold back their money based on that. I mean, if you pledge 25 bucks, you get a copy of the game... And 25 bucks seems like a pretty good deal even if the game is not a colossus like BG2 or Arcanum. Plus... if you pledge... then that means bigger budget... which means, yes... more content! I mean, I perfectly understand not wanting to put in 140 bucks because hey... That's a lot of money. But I mean, every little bit helps. So put in a lower pledge if you're not feeling 100%. I imagine it would be pretty hard for the devs to be able to estimate how big the game will be anyways (again, how the hell does one measure gameplay hours in a game that is not only barely in pre-production, but also has a budget which is not set yet).
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Time and Weather
Starwars replied to PsychoBlonde's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Voted yes for all of them. Time sensitive quests will have to be done carefully though. I enjoyed the fabled time limit in Fallout a lot but it doesn't necessarily mean that I would like something like that for this game. But it would be pretty nice if passage of time would have some sort of effect on tasks that are supposed to be "urgent." As for weather, well... Not lightning bolts but stuff like decreased chance to hit in the dark or heavy rain or whatever would be nice. Nothing too fancy. -
The constant name-dropping for the IE games was actually a small disappointment (if one could even call it that really) for me as I really only thought Torment was the great game. The others fall into the "mostly good" category for me. But yeah, Fallout, Arcanum and Torment are basically my top three RPGs. Really thought, I'm mostly excited that Obsidian is doing an old-school RPG. I'm personally hoping that, despite it obviously being inspired by the IE games, it will break new ground within the "old-school RPG" fold. I think and hope that Project Eternity will have its own identity, and I hope that it will really show Obsidian flexing their muscles, trying to push their design hard and be creative, and hopefully not feel too much like a "copy" of the IE games even if they may look alike on the surface.
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It depends a bit on how much work is involved with it I think. On the whole, I would really welcome as animated a world as possible. I don't care too much about advanced stuff like dragons flying or stuff like that but I think a "background" (if we can call it that) that has a bit of movement to it can really help things come alive. But yeah, if it turned out to be a large amount of work then it's easily something I could skip for other things.
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Death
Starwars replied to Monte Carlo's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I thought the Storm of Zehir system worked pretty well. I wouldn't mind something akin to that. What I would generally like to avoid is if a knocked out party has one survivor at the end of a fight, and everyone magically gets up and regens to full health again because... hey, we won the fight! If you barely survive a tough fight, then it should be felt.- 81 replies
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Killing companions
Starwars replied to Sarog's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
You should be able to attack/kill them at any point I think. -
Something that I think is highly important in games, but which is seldom discussed, is the use of sound besides the musical soundtrack. Especially in an isometric title, a good and thick "soundscape" is absolutely key to selling the atmosphere of the areas. In fact, I'd say that the combination of isometric with a strong soundscape is very potent in tickling your imagination. Hence, you believed that something like Athkatla or Sigil were real, busy cities. Or that the Smoldering Corpse Tavern was an actual tavern, with some strange and shady characters in it. I'm not too worried about this as I think Obsidian's later offerings has been very good in this regard. New Vegas in particular was fantastic, Alpha Protocol and Dungeon Siege 3 were also good sound-wise. So Obsidian, don't skimp on this please!
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"Talking through" the game
Starwars replied to actionjezus6's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I absolutely don't want to be able to talk my way out of every encounter. But it *would* be nice to be able to finish the game without killing anyone directly if possible if you apply yourself. New Vegas was a great example of this I think. There were many skill checks in dialogue (not only the classic Speech), and outside conversations, there were ways to either bypass (sneaking) combat or use things like non-lethal ammo. -
Composer for Eternity?
Starwars replied to MechanicalLemon's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
If Justin is feeling up to the task then I say let him go crazy. -
They could also bring in Matt McLean and his beard in a sort of mascot role. But yeah... Feargus in that moustache would blow my mind.
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I would certainly welcome a sorta SoZ type of overland map. But I wouldn't mind if the project doesn't go that route and use the IE "click on where you want to travel" way instead. What I do hope for is that the traveling system will be interesting. I hope they can pull together a large amount of random encounters (many of which are not just combat related), and hopefully other surprises.
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Please, NO GUNS!
Starwars replied to ZeshinX's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
The more guns the better! Almost. -
What kind of themes will have to depend on the setting itself which we know little about. I don't realy have a point-list of things I would to see in the game, the struggles and themes would have to come as a result of the setting. But yeah, this is something that I think Obsidian will do well regardless. Josh seems to be really good at treating things maturely and without all the "look at us, we're spectacular because we're dealing with THIS theme". The way religion was used in Honest Hearts for example was fantastic, very understated and natural. But yeah, I guess one thing I would like to see is approaching all characters and factions without any alignment meter in the back of their heads. Just flat out go for different viewpoints and try to rationalize them as best as they can.
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I DO want to play inventory Tetris
Starwars replied to salty's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I like inventory tetris myself, it's pretty fun in my opinion though yeah... Clearly there are people that hate it. Just no clinical inventory lists devoid of all kinds of personality. And I want the inventory management to be meaningful, minimizing the "gotta pick up EVERYTHING" mindset. -
I mostly want companions to be strong and well-defined personalities. As you say, if you do something that is completely against their code of ethics, there should be consequences for that, to the point where they will leave or attempt to kill you. Don't make them drones for the player, make them have their own agendas. All in all I trust Obsidian to write good characters. I don't care for romance though and banter is something that I could go either way on, don't care too much about it.
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Chose the sixth option - "I need lots of choices..." but could go with the fifth one also. With all the talk of the game being very IE inspired, I must admit that this is one of the areas that are a bit worrying to me. I have all the confidence in Obsidian's abilities to make a game with very open content (Alpha Protocol and New Vegas are prime examples of this, in very different ways). But the IE games were not as choice heavy. So I really hope Obsidian will flex their muscles here again.
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Really like the sound of the set-up and that we are free to approach it as we will! Really look forward to exploring the world itself also and how it all connects together. You guys did a fantastic job with building the "lore" of New Vegas and connecting it all together, and I hope the world of Project Eternity will feel as thought through as NV did.