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Everything posted by Karranthain
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Aumaua - Last Race revealed
Karranthain replied to Osvir's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Well maybe I got a little bit carried away On topic : Everyone who donated basically expressed their confidence in Obsidian and in this project. But it doesn't mean everyone will love everything they do - nor should they, honestly. Ultimately, however, Obsidian will (and should) always have the last word. I don't particularly like the name myself, but it certainly doesn't mean I will threaten to pull my pledge or that I've lost my faith in the project. It's just a minute detail - and I happen to be particularly picky when it comes to names -
Aumaua - Last Race revealed
Karranthain replied to Osvir's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I sure hope it isn't -
How should the UI look?
Karranthain replied to Rostere's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I'd just add one thing to the list : 4. UI should be visually pleasing, but not at the cost of the previous three points. But maybe that's just me -
How should the UI look?
Karranthain replied to Rostere's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I hope that the UI will be visually pleasing, with little details here and there, some ornamentation (something akin to the Diablo I health and mana pools) etc. Functional doesn't have to necessarily mean minimalistic. For an instance, I liked the interface in The Temple of the Elemental Evil, but it felt disconnected to me, due to its rather modern look. -
Aumaua - Last Race revealed
Karranthain replied to Osvir's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Can't say I like the name either, to be honest. Doesn't sound particularly well to me. -
This statement is quite correct. It took years of training to use a bow and it was quite deadly at long distances, even when people wore adequate protection arrows could easily piece shield and armour. Early firearms were inaccurate and often large volleys failed to hit anyone at all, plus at long distance they did little to no harm due to not having the force required. Regardless of the disadvantages firearms became the norm. The quick training was important as it let armies be placed on the field quickly and armed, not to forget a line of men repeatedly firing and reloading, though inaccurate could be quite fatal. Best of all was the noise and smoke, it was terrifying as people never experienced it before, especially to horses, which ruled the battlefield at that time. Like I've mentioned before, if Welsh longbowmen and Spanish Tercio musketeers met on a battlefield, my money would definitely be on the Welsh...
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I can't wait to see the characters in-game, that will tell us a lot about the designs. Though judging by the first screenshot and the concept art, I think we're safe
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Wow, Dave is really talented. Dark and beautiful portrait art. How could somebody want Justin Sweet to do the portraits after they see stuff like this: http://daverapoza.cghub.com/images/ WOW! The only problem is that Dave is certainly very expensive.... I wouldn't say he'd charge more than Sweet. While I like his stuff a lot, he seems to gravitate towards very over the top macho stuff, I'd still prefer Sweet for RPG portraits. (then again, I might be surprised, Dave has proven to be quite versatile with his approach in the past) Out of curiosity, how much do you think it'd cost to comission 20-30 portraits? Just an estimate.
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Well, to be fair, it was mostly because it's much easier to use and required far less training than a bow. And, of course, pentrated armour better. Well, to be fair, it was mostly because it's much easier to use and required far less training than a bow. And, of course, pentrated armour better. If this was the only reason, everyone would have used crossbows. Guns also tended to kill much better then arrows, bigger and meaner wound channels. They were also superior for using behind cover, such as castle walls and earthworks that were common in seige Yeah, guns left nasty wounds. That said, a unit of well-trained Welsh longbowmen would probably slaughter a unit of Tercio musketeers.
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Weapon mechanics
Karranthain replied to Karranthain's topic in Pillars of Eternity: Stories (Spoiler Warning!)
source : http://forums.obsidi...n/#entry1226369 I hope reach weapons will be in, I loved using them in Temple of Elemental Evil. That said, it was a turn-based game, so the question is how do you implement them in a RTwP setting? Here's a few ideas : 1) Altering stats Spear users would receive defensive boni (e.g. decreasing opponents to hit chance) - but only until first hit connects; afterwards, the defensive bonus would be removed and opponents would receive an offensive bonus. This would simulate warding off attackers with the spear. After they get close, it becomes a liability. This would make attacking them a risky move, but one that could pay off handsomely. 2) Attacks of opportunity Whenever an opponent gets within a certain range, reach weapon user gets an automatic free attack against them. It could be limited by an internal cooldown (which in turn, could be reduced with better training). Some perks (feats) could, for an instance, make all of those hits critical. That however, leaves us with a problem - how do we balance this? 3) Weapon swapping Whenever an opponent gets too close to the reach weapon user, it's no longer usable - and has to be swapped to a close combat weapon (perhaps done automatically, to reduce the tedium). In any case, reach weapons should behave very different from other types - i.e. not just have a bigger range, but all of the perks. On the other hand, their proper use should be rewarded. What are thoughts, ideas? -
So do I. I didn't like the dwarven ranger image at first because I thought it had a slightly cartoony, almost Disney-esque look about it... but the more I think about it, that's probably just because the dwarf character has quite a child-like face. A more serious looking character might give a very different impression. As much as I love Justin Sweet's work, I think it would be a real shame to see their current portrait artist dropped when we've only seen one example of their work. How about both? The more portraits, the merrier, if you ask me. Perhaps. The dwarven ranger artist could focus on companion portraits and portraits for the player-character, while Justin works on portraits for other NPCs. IMO the art style should be the same across PC and NPC portraits. Can be done, IWD I and II portraits retained a similar style, even if they were created by different artists.
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So do I. I didn't like the dwarven ranger image at first because I thought it had a slightly cartoony, almost Disney-esque look about it... but the more I think about it, that's probably just because the dwarf character has quite a child-like face. A more serious looking character might give a very different impression. As much as I love Justin Sweet's work, I think it would be a real shame to see their current portrait artist dropped when we've only seen one example of their work. How about both? The more portraits, the merrier, if you ask me.
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That portrait, at least to me, looks slightly inspired by the Icewind Dale style. I like it. Sure, and that supports the idea that we could have multiple artists creating portraits that share a basic style or feel to provide more variety and choice without things seeming too mix-n-matched. Indeed, as was the case with IWD I and II portraits, they were different, but shared a somewhat similar style.
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That would be amazing. I'm just thinking back to 2 years ago, when I spent a couple of weeks travelling around Tuscany by train... I didn't get to see Venice, but a lot of other places! I just love the idea of basing one of the races on Italian city states As long as there's water... and a big city Make that city-state both beautiful and deadly, with dangerous games played behind the scenes... I like how we're furiously discussing how exciting the SECOND big city might be, what about the first one? :D Edit, I completely and utterly agree with your sentiments. I thought it was already agreed that the first one would be amazing, no? The quote from Sawyer opens up for some good speculation about which race the first big city will "belong" to... it's "too early" to talk about the first city, but the second one might be Valian, or on the Pearl Coast!? I reckon that the first city will be in the Dyrwood. Hmm, reckon it'll be something Lothlorian/Suldanesselar-esque? It feels like a silly thing, but somehow I think I'd prefer a more familiar setting, a "normal" city, as my base of operations. Think Athkatla/BG. I think they'll go for a more "traditional" city for the first one, with the second being something less familiar.