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Everything posted by Karranthain
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Now let's have a 2D backgrounds stretch goal and we'll reach 5-6 million easily!
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Another design I'd love to see are the (often colourful) Pavises : (Plumes on a helmet as an added bonus)
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Should Wasteland 2 and Torment be successful, they'll be able to sustain themselves easily (remember, profits from selling the completed game will go to inXile, not the publishers). Not to mention the fact that by the time they'll be ready to announce a new project, Kickstarter should grow even bigger and budgets will increase exponentially. It is inevitable that some high-profile project might fail, but I really don't think that will scare people off; Kickstarter really has a bright future ahead of it. Most importantly, we, fans of proper cRPG games finally have something to look forward to! I have already pledged way more money than I spent on buying games in the last few months.
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Archery and arrow heads
Karranthain replied to Jobby's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I agree that ammo should be limited, particularly for the firearms. Should I shoot or conserve the ammo for later? I hope we'll be forced to make such considerations. -
Weapon perks.
Karranthain replied to Karranthain's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Perks would allow for a wider range of weapon characteristics, e.g. 4) Can misfire (Firearms); 5) Can be concealed (Daggers); 6) Ignores armour (Firearms); Not all of them could be easily represented statistically (unless you introduce a lot of them); besides, perks would way more transparent (due to being largely standardized). Each could be denoted by an icon, allowing the players to tell, at a first glance, what are the weapons' strengths and weaknesses, e.g. - player inspects the weapon and notices it has 15 base attack speed speed and a -5 penalty to parrying. Without context, that tells us very little, doesn't it? Perks would facilitate making informed choices when it comes to equipment. Last, but not least, it'd be very easy to tell what player training does - beneficial perks added through it could be marked; detrimental ones could be greyed out etc. -
Weapon perks.
Karranthain replied to Karranthain's topic in Pillars of Eternity: Stories (Spoiler Warning!)
New Vegas had concealable weapons (you weren't allowed to carry weapons in the casinos), which I thought was a nice touch. And good point about crafting - perks could make it a lot more interesting; especially if a master crafter would have a wider range of perks to choose from. -
I've mentioned Weapon perks before, but I thought it warrants a more in-depth explanation. What are these exactly? In short they'd be similar to character feats (D&D) or perks (Fallout), only attached to a weapon (not all of them would be beneficial, however), e.g. 1) Harder to parry against (Flamberge); 2) Tiring to use (Greatswords); 3) Light (Smallsword); 4) Can misfire (Firearms); 5) Can be concealed (Daggers); 6) Ignores armour (Firearms); 7) Increased critical chance (Rapiers). How would it be decided which weapon has which perk? Here are a few methods : 1) Some would be attached to a certain weapon type (or subtype) automatically, e.g. - all weapons categorized as Greatswords would have the Tiring to use perk by default. Flamberges (being a subtype of Greatswords), however, would additionally possess the Harder to parry against perk. 2) Others would be a result of training (or lack of one), e.g. - a character proficient in the use of Greatswords ignores the Tiring to use perk attached to them; - someone not skilled in the proper use of rapiers can't exploit the Increased critical chance perk they possess; - a particularly skilled combatant can add perks to a weapon, e.g. adding the Harder to parry against perk to rapiers. 3) Crafting could add or remove perks, e.g. - forging a Greatsword from a rare metal results in removing the Tiring to use perk from it; - conversely, crafting a weapon from poor quality materials could add a detrimental perk to it (or not add the default beneficial one). Perks would also allow the players to quickly asses weapons' strengths and weaknesses.
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Very nice update and I love the idea! I wonder how reach weapons (pikes, halberds, spears etc.) would fit in with that particular mechanic. Some ideas : 1) Engagement attack - whenever an opponent approaches a character armed with a reach weapon, he provokes an automatic Engagement attack; 2) Warding off - characters armed with a reach weapon have a chance to avoid becoming engaged with an enemy in a melee combat; the opponent still counts as engaged, however. 3) Range disadvantage - whenever a character wielding a reach weapon is engaged by an opponent who uses regular armament, he receives significant combat mali. His opponent, however, is at a significant advantage. Weapon swapping is prevented. Solutions 2 and 3 could go hand in hand. P.S. Is that supposed to be a Wild Rush, Josh?
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Arcanum, I thought, handled it fairly well - there were three armour sizes : small, normal and large; weapons, however, only required a certain score of strength to use (effectively, that is). I'd imagine that the same method could work for PE as well.
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There's been a new artwork released : If that concept piece is anything to go by, I must say that I'm quite happy - it's definitely more down the earth. I particularly like the simple and elegant design of the greatsword (one and half sword?).
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Try using Chrome, it allows me to copy the links and save any picture posted in this thread.
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1. I believe they were mentioned - I'd love to see them as well; would fit barbarian cultures well. 2. I'd also add flails to the list - looks like they'll be in the game : 3. Here are some designs you might like :
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Probably not, but I just wanted to reiterate my strong belief that creating unique (and coherent) cultures with contrasting identities (visible in social structure, warfare, philosophy etc.), while admittedly fairly difficult and laborious, goes a long toward creating a believable world.
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These are the works of Jose Daniel Cabrera Peña (http://brujulacromatica.blogspot.com/) and Mariusz Kozik (http://www.lacedemon.info/) - one's from a Polish painter Leon Kapliński (the one depicting the military commander). Here's another interesting piece from Cabrera, with a more fantasy look :
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Aye, that's a Cossack ataman (officer). Quite stylish outfit, isn't it? Me too, especially the detail on the sword. Absolutely, in my opinion conceptualizing contrasting cultural visual identities is definitely well worth going the extra mile for. Ideally, the clothing, arms and panoplies would suffice to paint an accurate picture of a culture, e.g. : Aedyr Empire The Aedyr are old and powerful nation - but some consider them set in their ways, or even backwards. This is strongly reflected in their military doctrine - the Empire has no standing army, instead it relies on wartime mobilisation of the noble class (though it should noted that even a simple commoner can rise to official ennoblement). Aedyr are known for their ecletic style of clothing and armour, mixing both Elvish and Human influences. Free Palatinate of Dyrwood Due to a long history of conflict, all denizens of Dyrwood are accustomed to constant warfare and to hardships - as a result, they are practical people. As the number of the fighting elite - the Knightly orders are simply too few, both burghers and peasants are required to serve in the militia, forming the bulk of the Dyrwood armies. Vailian Republics Being merchant people, the citizens of the Vailian city states value style over substance and like to let everyone know that they're wealthy. Their armies consist mainly of well-paid mercenaries, who tend to uphold the same values when it comes to fashion. In other words, there's a story behind all that equipment. Disclaimer : I'm not necessarily advocating that these cultures should (or will be) be represented as such, not am I advocating complete realism. For me, the best solution would be to use real arms & armour as a point of reference and to extrapolate from there; how would warfare develop in the world of PE? Which weapon designs would be developed? etc. In my opinion, the aim here should be maintaining the verisimilitude, first and foremost.
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Some examples have been posted in this topic (e.g. http://forums.obsidian.net/topic/62316-armour-weapon-designs-a-plea-part-iii/page-2?do=findComment&comment=1279218 ; http://forums.obsidian.net/topic/62316-armour-weapon-designs-a-plea-part-iii/page-6?do=findComment&comment=1280755). And I absolutely agree that there should be a visual contrast between cultures - ideally, we'd be able to tell who it is we're fighting at a first glance. E.g. Aedyrians would use, as Shadenuat suggest, sabres and look perhaps like this : In direct contrast, a typical knight from Dyrwood would like this : And yes, those examples are from different periods, but the basic idea stands - each culture should have a distinct visual identity.
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Thanks for the videos, pollaxes are quite fearsome weapons indeed. I'd like to add two armour designs to the topic, perhaps a bit too advanced for the time period that the game's in (though, of course, some cultures could feasibly possess a more advanced technology; PE doesn't have to closely follow history either) : I really like both of them - really elegant and elaborate, fitting a nobleman or perhaps a wealthy adventurer. Those designs also, I reckon, illustrate the point that has been made many times in these topics - armour really doesn't have to be "adorned" with spikes and oversized pauldrons to look interesting.