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Everything posted by Nonek
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Limiting rest areas
Nonek replied to Hormalakh's topic in Pillars of Eternity: Stories (Spoiler Warning!)
What I would personally like to see are campsites, few and far between. So that the option of whether to use them or not is a strategic decision, and if the party bypasses such a site, then they know they can still fall back to it later to rest and recuperate. Limit the use of them to one eight hour period every twenty four hours, and make the resources of that campsite finite (whether that be fresh water running out or firewoood being used up.) As for traipsing back to town and then back to the dungeon, i'd simply make dungeons and other such areas single chance affairs, so that if one abandons the venture then when they return that dungeon will either be empty or changed. Add consequences in the game world for this failure to act decisively in your quests, and you get a far more dynamic enemy and world. More detail in the below two threads: http://forums.obsidian.net/topic/60111-rest-injuries-and-recuperation/ http://forums.obsidian.net/topic/60203-failure-states/?do=findComment&comment=1190433 Obviously these are just my personal desires, so perhaps these kind of options can be limited to the difficulty levels, or something like New Vegas' hardcore mode. -
Door slamming - with a twist
Nonek replied to Woldan's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Reminds me of old Gandy trying to hold the door against Durin's Bane in Moria, could make for an exciting flight scenario, or as others have mentioned use hold portal or wizard lock on any portal while the party rests in a makeshift camp. Edit: If doors and gates were strategical points of focus, with limited durability, there might be good reason to preserve said portals in case of emergency and avoid breaking them down. Rather than arbitrarily making that door invulnerable (to your rune carved axe of major thumping,) make it a strategical choice, perhaps with patrols upon finding said damaged door alerting the entire complex as well. -
Well as I said personally I wouldn't want any form of button, as I think that clear graphics and a cursor that changes when hovered over a manipulatable object would be good enough for myself. However I can see where many folk would and thus wouldn't argue against it. The interactable being limited to your light radius is an idea I very much like Lephys, puts a nice constraint on the player and encourages scouting and maybe even fear of the unknown dangers waiting in the darkness.
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I agree Lephys, i'd prefer that there be no loot glitter or reveal all button so that exploration is encouraged and rewarded, personally I wouldn't even want a ladder highlighting as I fail to see how anyone could misconstrue its use. However Marelooke raises a good point in his Catacomb under Aleroth example, though it's one I think that the developers could make sure never happens to a studious explorer through good design. Perhaps a toggle-able reveal all button or one linked to difficulty?
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Don't really know, they just seem a touch too spartan, though i'm not sure that's the correct term. Probably just a personal idiosyncrasy.
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Somebody's sneezed on that last screenshot.
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Though i'm no fan of pixel hunting (they ruined many enjoyable point and clickers,) do we need the loot glitter for such obvious devices as doors, chests, boxes, bags and such. Seems a little Deus Ex: Human Revolution, where they expect us to not know that you can use a ladder to ascend or descend in a level, touch too much handholding there. Also if we're going to have a loot glitter or something implemented could we have some in-game reasoning for it, the spectacles of a miserly Scrooge-like banker for instance, which haunted by his soul still look for every coin they can steal. The Madoff Monocle?
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Poor EA executives, they're the real victims here, making thousands unemployed because of their own incompetence and massively devaluing their stock day after day is not easy. All they've got to console them is massive salaries and gold plated severance packages, which i'm sure they'll share with all those fired ex employees and developers. I think that to sooth their emotional trauma at this horrendous slander, they should award themsleves a comensurately horrendous pay rise. After all where would the Little Britains Got Talent community be without them, they're the only ones supporting that childrens talent show?
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It worked well in Ultima 7 twenty years ago, I think it's about time we saw games doing this again. Don't know if this is possible for Eternity with its modest budget, but maybe the 2d nature of the game is perfect for such a system.
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Dan Dare would thrash the lot of them.
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The one thing I have been enjoying thoroughly is the re-showing of "I Claudius" to commemorate the closing of Shepards Bush, exemplary acting, but strange lack of an ambient soundtrack to the modern ear.
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- mind-numbing entertainment
- television
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Space Marine again, fancied a good slaughter simulator and Blade of Darkness's black menus were depressing me. It's enormously empowering to play as a walking tank, smashing through all and sundry in a haze of blood and bits, but it's beginning to become tiresome again. The game definitely needs more side content and distractions, something W40k lore isn't exactly lacking. Also captain Titus the protagonist, he is portrayed as resolute, calm and in control, and it's nice to see such subtle characterisation present, he is after all a veteran supersoldier of a disciplined chapter. However we are so often presented with a monotone, middle of the road protagonist both in voice and looks that i'm left feeling that the developers might have chosen a more distinctive chapter, and changed their direction to the voice actor to accompany that.
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Saw one of the new episodes of Who, there was a middle aged ginger mockney lady screeching like the last vulture at the corpse, and some gurning, bumbling male model accompanying her. I retired to my study. The 10th series of Red Dwarf wasn't bad, better than every series since 6.
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- mind-numbing entertainment
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Update #50: So... Project Eternity!
Nonek replied to Darren Monahan's topic in Pillars of Eternity: Announcements & News
Got to say this cheered my whole day up, thank you for using the fast travel and the reminder of the strong goals you're aiming for.- 248 replies
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- project eternity
- update
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Their forums are a rather uninviting place aren't they, touch too clinical, for my tastes at least.
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Wondrous Items in Project Eternity
Nonek replied to TRX850's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
The Hand of Glory. Thievery comes at a price, and for the bold prince of thieves that price was his death. Bold and slippery as an eel the prince would not let the matter end there however, consulting with a master Cipher and paying a price beyond any he had ever stolen the prince bound his soul into his skilled and subtle sinister hand, so that when he was inevitably caught he could live on and continue his craft. Now his left hand is all that remains, a skeletal claw bound together by a strange magical thread, that some say is his immortal soul. When it is pressed to a door or any other locked portal it will come to life, its fingers scratching and skittering over the lock and gaining an impression of its complexity, it will then turn palm upwards and be still. It expects payment for every lock it opens, and the coins it recieves will simply vanish. When payment according to the complexity of the lock is given the hand will extend one finger into the lock, forming a unique skeleton key and open it with ease before going silent again. It may have other powers worth experimenting for, but payment is not optional on any of its favours, the prince is a professional after all and has his standards to maintain, even in death.- 65 replies
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- Wondrous Items
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Don't you think that an examination of that in itself would make a good game? Say you're stood over that mutant family in judgement, men, women and children all bear the tainted mark of chaos, and their fate is in your hands. These are seemingly good, honest people who are faithful to the Emperor, but through no fault of their own have begun to change. Do you radio in an Arbites death squad to purge and purify, do you walk away in disgust and sound the all clear letting the corruption of mercy eat away at your zealotry, or even organise an escape in the hopes they'll lead you to the source of their change or an even greater nest of heretics? Undiluted pure service to the Golden Throne, a fall to chaos through single merciful acts and every step in between.
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Sorry to say this Mr Rule but i'm a proponent of number 4, it may be harsh but it's also a clear case of choice and consequence, which i'm always very fond of. This may also lie in the fact that I find such open aggression distasteful, and as a method of empowering the player rather clumsy and cheap. In fact i'd add the secondary mechanic in Torment arguing against such slaughter, mazing as a warning followed by being enwrapped in the Ladies shadow.
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I want a dog.
Nonek replied to JosephMalenkov's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I want to be Dog/God from Dead Money.- 101 replies
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Half century next year, the knees and back have a few years on the rest of me however.
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Legacy of Kain rpg, medium sized, tight, brilliantly plotted and voice acted with Unity or Onyx engine graphics in 2d like the original Blood Omen. A smaller project that doesn't need the massive resources of Tomb Raider, and is far easier to generate a profit from. Obsidian are one of the only studios i'd trust to develop the franchise outside the redoubtable Ms Hennig. A dark and dreary film noir adventure, in the mold of Alpha Protocol. Set in one of the more distinctive decades of american history, playing as a hard boiled gumshoe or an ice cold dame to kill for. An interactive Chinatown. Warhammer 40 k Dark Heresy rpg, agents of the imperial inquisition tasked with battling all of mankinds enemies, internal and external. Genestealer cults, the ruinous powers, warp entities, Eldar manipulations etcetera, etcetera. One can dream.