Everything posted by Monte Carlo
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What's the one RPG trope you can deal without in PE?
Monte Carlo replied to Falkon Swiftblade's topic in Pillars of Eternity: General Discussion (NO SPOILERS)Badgers are evil. Wild animal attacks should feature more badgers. Never trust one, or lend it money.
- Relationship/Romance Thread IV
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What's the one RPG trope you can deal without in PE?
Monte Carlo replied to Falkon Swiftblade's topic in Pillars of Eternity: General Discussion (NO SPOILERS)But... but... what would Bioware do if this trope got busted?
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Quick question on SSD
I'm not technically minded but it was very easy for me to default all my existing Steam stuff to my 4TB SSD (mwuahahahahahaha). Apparently this is only a recent thing with Steam, but it was pretty easy. Edit: T'was a new computer mind you, and not all of my games were installed.
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Anti-Dragon Age 2?
Why, Bio? WHY?
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Free copy of CoH
I know it's an old game but it *is* the best RTS EVAR. Got a free copy with my CoH2 pre-order on Steam, any of the usual suspects want it? Then you can play me. And die.
- Relationship/Romance Thread IV
- Relationship/Romance Thread IV
- Od Nua and mini-game (Roguelike?)
- Project Eternity Update #36: Off to our elfhomes, but first...
- Project Eternity Update #36: Off to our elfhomes, but first...
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Relationship/Romance Thread IV
^ OTOH the Promancers have been contained in this thread, and some of the less crazy ones seem to have wandered off (now that it is clear that romances aren't pinging on the dev's design radar). Except for the dude who quoted a mod where you could intervene in an existing NPC relationship, and said mod turned out to be virtual pr0n. LOL. Promancers: Promancers never change.
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Project Eternity Update #36: Off to our elfhomes, but first...
If t he system Josh describes is done right there will be negligible need for multi-classing, although I take your point about spell-casting. But if you want a warrior-mage type character it looks like you will be able to build one, using mage as the base class. Josh, in percentage terms how much can you "bend" your core class away from it's archetype? For example if I want a very aggressive melee rogue who isn't a light-fighter warrior do I need to take rogue and go 60/40 (sixty roguish / 40 skills and talents towards fighting) ? Sorry if my question doesn't make much sense, but I'm sure you'll figure it out.
- Project Eternity Update #36: Off to our elfhomes, but first...
- Project Eternity Update #36: Off to our elfhomes, but first...
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Pets in Project Eternity, can they be done better and what would you like to see?
Pets. LOL.
- Project Eternity Update #36: Off to our elfhomes, but first...
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Project Eternity Update #36: Off to our elfhomes, but first...
^ Doesn't Dragon Age have something very loosely similar to this. I remember Mauls had modest damage but were great against armour. Personally I think it's too abstract. The kinetic energy of getting whacked with a big lump of metal on a pole is going to hurt you whether it's a mace, hammer or halberd. A nice simple consistent damage reduction system across weapon types would make me happy, but then again I like less 'gamey' systems.
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Project Eternity Update #36: Off to our elfhomes, but first...
I'm not exactly sure what you mean by this? Matthew, If it's like a 4E spell it means that you can cast that spell once per encounter (i.e. battle). Once that encounter is finished (i.e. all those foes are dead, subdued or have run away) you don't need to memorize it again or rest. It just comes back. It's a compromise mechanic between Vancian (memorisation) spell systems and cool-down (MMO like) mana systems. As I see this design process develop it strikes me that a lot of 4E stuff that suck donkey balls in a PnP game actually makes sense in a CRPG. Which, as I've said before is the entire point given the clear computer game influences behind 4E.
- Project Eternity Update #36: Off to our elfhomes, but first...
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Project Eternity Update #36: Off to our elfhomes, but first...
Hmmm. I don't see why. A resistance-monkey class who dumps powers into simply being tough whilst dishing out melee damage is a perfectly viable build. Personally I like a 70/30 (ish) split between passive and modal, favouring passive. Mainly because I like being able to choose a few potent powers over lots of so-so ones. But that's just for fighters, for example, spell-casters and rogues this ratio moves back to a 50/50 (again for me personally). So when you look at the variables I'd argue that your reasoning is questionable.
- Project Eternity Update #36: Off to our elfhomes, but first...
- Project Eternity Update #36: Off to our elfhomes, but first...
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Project Eternity Update #36: Off to our elfhomes, but first...
Excellent question. I think the gist of it is that thrusting weapons like daggers and misericords are great at getting into gaps in armour and causing damage. In fact, some small stabbing weapons were designed specifically for this purpose. However, for me too much realism can be a bad thing. 'Heroic logic' might be a better term: as my character gets more skilful and awesome his use of weapons and experience more than makes up for less optimal weapon types. Conan doesn't make carefully graded decisions using a spreadsheet, he picks up the nearest pointy object and kills ****. Ditto your classic Aramis / Porthos musketeer, a swordsman so skilled that his use of a rapier and parrying dagger allows him to best opponents whether they are wearing mail, plate or fricking power armour.
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Project Eternity Update #36: Off to our elfhomes, but first...
Basically giving Europe, where 16:10 is the norm, the finger? I doubt Obsidian would be that dickish. At least I hope they're not. I dunno, I'm just saying what they've mentioned a few times now. I'm sure it'll probably still work at that ratio, it'll just be a little wonky. Why should we have to put up with 'wonky' FFS? Call me old-fashioned but I'd prefer 'optimal.' A large chunk of the backers for this project hail from outside the USA and would like to see their regional norms catered for when it comes to stuff like this.