Everything posted by Karranthain
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Armour and weapon designs - a plea.
That's another important thing, I agree. This reminds me of this great scene : http://www.youtube.com/watch?v=27M5KWI_q50
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Stretch Goal - hire Justin Sweet to make portraits.
I was thinking that the game could use original ID I & II portraits as well, for a greater variety.
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Weapon mechanics
I like those ideas, they'd further reinforce the "high risk and high reward" playstyle of firearms. When you think about it, Wild Mages were somewhat similar in BG2 and I think plenty of people enjoyed playing as them.
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Art by Justin Sweet & Vance Kovacs for Project Eternity!
Take a look at this topic friend : http://forums.obsidian.net/topic/60122-stretch-goal-hire-justin-sweet-to-make-portraits/page__st__40
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weapon types
About mechanics, you might find this interesting : http://forums.obsidian.net/topic/60205-weapon-mechanics/
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Armour and weapon designs - a plea.
I don't think it limits creativity, I think it just promotes good and thoughtful design. There's plenty of room for artistry.
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Gay and Lesbian Inclusiveness!
Karranthain replied to c0wb0ycliche's topic in Pillars of Eternity: General Discussion (NO SPOILERS)I don't have strong views on this issue, but I'd just like to add that I don't think that every movie or a game should include them just because.
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Stretch Goal - hire Justin Sweet to make portraits.
- Do you want firearms in Project Eternity?
Speaking of firearms, check out this topic for some thoughts on their mechanics : http://forums.obsidian.net/topic/60205-weapon-mechanics/- Weapon mechanics
With this confirmation, I though I'd add some of my thoughts on firearm mechanics. First of all, one thing that's worth pointing out is that most games featuring those contraptions make the mistake of treating them like reskinned bows with different animations. I find such design majorly flawed; not because it's unrealistic (it obviously is), but mainly because it's a missed opportunity. I feel firearms should operate differently, simply because it opens up interesting gameplay options. With that said, here are some ideas (and again, some are largely obvious, but I'm including them as well to present a coherent solution) : 1) General thoughts : Firearms should deal devastating damage, particularly at close ranges; gunpowder based weapons' niche should be primarily armour penetration. They're also quite easy to use effectively, even with little training (unlike bows). Such power comes at a price, however. Effective range should be fairly low and there's always a risk of a misfire (more on that later). 2) Reload time : In order to further differentiate firearms from other projectile weapons, reloading times should be fairly long (that'd also balance the devastating damage dealt by those). Generally speaking, once a firearm is discharged in a combat encounter, it means it probably won't be used again in that particular clash. Unless, of course, the player elects to reload, which should be fairly time consuming (not prohibitively so, but long enough so that that decision wouldn't be made lightly). E.g. Pistols would be usually used as a close range weapon, to quickly dispatch a foe; misses would be costly, however. Unless the user is festooned with them. That, I think, would be in line with what Josh has said about firearms (i.e. "Their use is uncommon and for specific purposes"). 3) Misfires : While powerful, early firearms could also be dangerous. There should be a chance of weapon not firing at all, or even (in very rare cases) blowing up. Rain should render guns unusable. That'd not only reinforce their uniqueness, but it'd also serve as a balancing measure. On top of that, it'd bring wonderful tension into combat (Space Hulk anyone?). 4) Affecting morale : If there'd be morale checks in combat, firearms should definitely be considered frightening, particularly because they're supposedly uncommon in the game world. 5) Keeping in line with the unique critical hits effect idea : Firearms would deal 200% more damage on critical hits and ignore armour completely. Strength lies in *knowing* your avatar.- Stretch Goal - hire Justin Sweet to make portraits.
Since funding has slowed down considerably, I believe this project needs to announce some really enticing stretch goals - and I strongly believe this one qualifies. After all, one of the game series that they want to bring back (figuratively speaking) with this title is Icewind Dale.- Stretch Goal - hire Justin Sweet to make portraits.
We need more Justin Sweet in this topic : Perhaps the best Paladin portrait ever.- Armour and weapon designs - a plea.
Another important thing, I feel, is that various cultures in the game world should have their own, distinctive and consistent look. It might take a bit of work, but I reckon it's very much worth it.- Armour and weapon designs - a plea.
The topic, as promised : http://forums.obsidian.net/topic/60205-weapon-mechanics/- Weapon mechanics
Claymores, who doesn't love them? Unless, of course, you're subjected to crushing damage yourself.- [Merged] George Ziets as as the 2.8 million stretch goal
Could be a 2.4 million goal?- Stretch Goal - hire Justin Sweet to make portraits.
- dialogue "puzzles"
Definitely agreed.- Weapon mechanics
In most cRPGs weapons are usually fairly similar to each other; most of the time the only difference is the amount of damage dealt. I think every weapon type (well, within reason of course) should offer a unique set of boni and (ideally) ought introduce a different playstyle. Here are a few ideas and suggestions (some may be obvious, most are pretty abstract, so be warned) : 1) Weapon reach : e.g. Pikes or Spears should allow your team members to attack from a greater distance, confering a serious advantage in some cases, but becoming a liability in close quarters. 2) Critical hit effects are different for each weapon type. E.g. : a) Greatswords would deal 200% more damage on critical hits and have a 5% chance to dismember the foe, resulting in an instant death. b) Rapiers would deal 100% more damage on critical hits and apply a bleeding effect. c) Hammers would deal 150% more more damage on critical hits and stun the target. 3) Smaller and generally obvious things : a) Different damage ranges (e.g. Greatsword 1d10x2, Longsword 1d6x3 - this would result in a vastly different performance. b) Armour Boni and penalties - (e.g. Swords are worse at piercing chainmail, but great against leather, Rapiers are useless against plate). c) Various speeds - self-explanatory. d) Weapon perks - (e.g. Greatswords are harder to parry, Pikes can impale, Pistols can jam). e) No weapon type should ever be considered "the best". They should all have their uses.- [Merged] George Ziets as as the 2.8 million stretch goal
Absolutely, it's the closest thing to Torment any game has ever got.- [Merged] George Ziets as as the 2.8 million stretch goal
I agree, MotB is easily the best game Obsidian has made, in large part thanks to George. I think he'd help secure more money as well, so it's a win-win situation.- Stretch Goal - hire Justin Sweet to make portraits.
Yes, they are. Which would be an even bigger reason to hire Justin Sweet. He'd coming home, after all.- Stretch Goal - hire Justin Sweet to make portraits.
Hey, at least they're all fully armoured, which is quite rare in itself- Sex and Romance Poll
I would venture to say that adventure is far more integral to the RPG experience- Portrait Poll
I'm in favour of old-school portraits. They just ooze personality and quite often are simply works of art. And you have an option to use whatever you like with custom options. Check out this topic as well : http://forums.obsidian.net/topic/60122-stretch-goal-hire-justin-sweet-to-make-portraits/ I think you'll love them if you like the IE style character art. - Do you want firearms in Project Eternity?