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Everything posted by Nonek
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Chris Avellone Plays Arcanum
Nonek replied to Adam Brennecke's topic in Pillars of Eternity: Announcements & News
Only one way to play Arcanum, in top hat and tails, while squinting through a monocle and twirling ones mustaches.- 112 replies
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Overkills and loot destruction
Nonek replied to Hormalakh's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Betrayal at Krondor used that system, of armour and weapons only being damaged in combat, and I for one found it to be pleasingly simple. Depending on your skill levels you could even repair your own arms and armour, with the (quite reasonably priced) purchase of a whetstone and an armourers hammer. Made the skills worthwhile and the equipment all the more precious, the wise adventurer stocked up on such essential items before undertaking his travails. -
Love the idea of combat being so risky and consequence heavy that we want to avoid it, and that a large amount of enemies inspires dread. Perhaps you could use spells and cipher abilities to distract enemies, thus using up resources. Perhaps your rogue can scout ahead and find alternative paths, where the enemy patrols need to be eliminated quickly and quietly. Or maybe even the fighter or barbarian can open that massive gate or portcullis in a feat of strength, and venture through a long abandoned part of the complex. You could even have escape mechanics, like this: http://forums.obsidian.net/topic/60413-impossible-odds/?do=findComment&comment=1197854
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Make it an entrenching tool so it's more easy to handle and i'm all in favour, for me all equipment should have a valuable use, and this sounds like just such a tool. I found digging in both the Ultima's, Krondor and the Fallouts to be a nice little addition to the gameworld, especially if we recieve various perks because of it and quests are born of the idea. There's two types of people in this world, those with loaded guns and those who dig. Throws down shovel. You dig.
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Overkills and loot destruction
Nonek replied to Hormalakh's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I like the idea, in fact i'd have armour and such destroyed by normal combat. Add to this a very limited carrying capacity, and it might just make us a little less dependant on the tyranny of loot for our material gains, and so make quest rewards, stealing and other opportunities all the more valuable. I don't particularly like having to play as a peddler, hauling miscellenia from one end of the land to the other. Clearing out vendor trash to be honest I find distasteful and a little insultive, I can understand the reliance of people who see an inventory full of meaningless tat to be an achievement of some sort, but personally i'd just prefer useful and valuable items or coin. Might go against the spirit of the Infinity engine games however. -
Barbarians: inspiration and mechanics
Nonek replied to Hormalakh's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Got to agree with both your points, it would take a lot of jiggery pokery and in game tailoring to suit such an idea to a culture, and have it remain viable.- 76 replies
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Barbarians: inspiration and mechanics
Nonek replied to Hormalakh's topic in Pillars of Eternity: Stories (Spoiler Warning!)
How about masks? The Barbarian hides his face in combat behind a painted and decorated mask, that lets him commune and call forth the fury of his ancestor spirits and dance the spears. The mask represents a revered long dead kinsman, each with a story and an in game bonus, so that as the barbarian grows stronger he makes use of the semblances of greater ancestral spirits. Until perhaps a spirit mask grows forth from his flesh when angered, and he is transformed into his own raging spirit warrior, a living ancestor? Perhaps it could even be reflected in the worlds lore, a popular saying could be: "As dangerous as a masked Glenfathan."- 76 replies
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For me Ultima 7 did this almost perfectly, the paper doll was simple, logical and easy to understand. Want that sword in your hand? Then you drag it from your belt or backpack to the Avatars hand, it did what it said on the tin. That said, could it be improved? Yes, I think so. Personally i'd make the belt a quick slot, and add to it as you added pouches and such, from a simple money purse to the very useful webbing. A scabbard, weapon loop or quiver would grant access to your chosen weapon, a shield or two handed weapon (bow/flamberge) i'd have slung over one shoulder. Of course all of these slots i'd map to a quickbar, and of course with shortcuts.
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Personally I loathed the pipboy in New Vegas, didn't see why I had to use that to perform any number of tasks that should have had their own menu. I'd be more up for something like Ultima 7's inventory, where if you want to look at the map you double click on it, or press the shortcut key. Made sense to me, of course the obscured items hiding under other items was a pain, but no worse than scrawling through the endless lists of the pipboy. Perhaps merge the Backpacks and bags of U7 with the inventory tetris of NWN.
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Barbarians: inspiration and mechanics
Nonek replied to Hormalakh's topic in Pillars of Eternity: Stories (Spoiler Warning!)
In my own campaigns I merged the Barbarian class with the Ranger, it worked quite well. Gave them a background of nomadic strangers and made them seek out spirit quests to gain their class powers, so most of them seen adventuring were painted up with symbols of quest and pilgrimage. Druids were their holy men and usually officiated their quests, granting wisdom and powers in exchange for their bravery. Took a few sessions of tweaking but I finally got the balance right, the raging I had the barbarian being overtaken by his totem animal/spirit companion. I cut out the dual wielding simply because I hate Drizzt and all the players who imitated him, and replaced it with spear proficiency. Edit: Later on in my campaigns the barbarian tribes were conquered and were no longer allowed to use steel, limiting their weapons to staves, clubs, bows and such. Might be an idea.- 76 replies
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Technological immortality could only be achieved by uploading your brain onto a analog device, which would always beg the question of whether the person is the same as before. If they upgraded the body to be immortal and still left the brain intact or build around it, then the subject would still be subject to neurological decay. Which would defeat the purpose of maintaining the greatest minds since they become obsolete due to the rapid advances in technology. I believe there was a Netrunner who successfully did this back in Cyberpunk 2020, in fact I think you get a glimpse of a poster of her in the trailer. As I remember the technology was stolen from her and subverted, it has most likely been refined over the fifty years since. Think her name was Kat or Kit, major npc in Night City. But I agree that it's possible the bullet proof lady might well have no organic parts, simply be a mind downloaded onto a robotic platform.
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There's a bullet hits her corset thing too, so I think her torso's gone as well. Of course there's the flip side of the argument where they could extol the virtues of technological immortality, throughout time the best and brightest of humanity has fallen to the tyranny of the flesh, time has taken far more than the most cruel conqueror. Perhaps they'll highlight that aspect as a counterbalance to the cyberpsychosis. Keep everything nicely ambiguous.
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Anybody else left wondering after watching that Cyberpunk teaser, what human organs remain in that mantis girls metal shell? Maybe it's just a brain and a spinal cord, connected to wiring and hardware. Kind of creepy when thinking about it. Do you even call it male or female if it has no reproductive organs? Wonder if the game will delve into questions of the flesh, and what exactly it means to be of the human species when all physical cares have been swept aside by technologies cold embrace?
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Magical Drugging?
Nonek replied to Malevolent's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Might be a good low - mid level power for a Cipher, disorientate or some such. Imagine a whole pack of psychically gifted assassins coming for you, twisting everything you can see or believe as they close in for the kill. Perhaps it would be up to the parties strongest will to fight them on the only battleground available, their own shifting mindscape? They allready have the slo mo option in place, make use of that in an aesthetic sense as time warps and twists, add disturbing illogical puzzles and challenges of the id, the ego and the super ego. Set it in an MC Escher, Gaudi or HR Giger backdrop and i'd damn well like to venture through it. -
I'd like to go through just one dungeon where I struggle to avoid detection entirely, like the fellowship wending its way through Moria, the challenge of patrols and their alerting an almost insurmountable force of enemies lurking in the depths could add a nice element of challenge to such an odyssey. Make the use of stealth, scouting and illusion magics far more useful, you could perhaps even have a chase to get out if caught or a siege develop (I just want a chance to sing "Men of Harlech.")
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Make Companions Memorable
Nonek replied to TRX850's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I wonder if you could have a character who is not memorable at all? A Cipher who does not wish to be seen, or heard. The ultimate man of mystery. When clicking on his character all you'd hear is an ocassional whisper of, "do not see me." A mass of shadow would represent his avatar, undulating and roiling as he responds to your battle commands. A brief glimpse in the corner of your eye and then gone, an enigma you must decode through behaviour and hints he seems to haunt. Bit too nebulous? -
Water Effects and Flooded Dungeons
Nonek replied to TRX850's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Wonder if a powerful upper level druid could do the Gandy at the Ford of Bruinen thing? -
So you're expecting them? Nobody expects jokes about Dragon Age: Inquisition, hahahahaha...sorry.
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In betwen bouts of gluttony, greed and sloth I watched the original Clash of the Titans over the sunny jolly hols, has to be said that Harryhausens Medusa still made me a trifle uneasy. Great boss monster, of course the stop motion oddity of movement helps enormously in this regard, everything just seems a little off.
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They're not really calling it inquisition are they? If true, how many jokes on the theme of, "our three main weapons are awesome, juvenile wit, illogical plots and of course romances...damn that's four," have so far appeared?
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Strange how I can still remember the Nameless Ones voice and many of his lines, yet i've forgotten what Hawke even sounded like. Was he a brit or north american? Mind you I stopped listening about 20 hours in and just kept pressing his personality type, can't remember if it was upper right, middle right or lower right though.
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Role of the Beastmaster...
Nonek replied to Osvir's topic in Pillars of Eternity: Stories (Spoiler Warning!)
The role of the Beastmaster is to make bad 80's films. -
I swing my underpants in joy.
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Relationship/Romance Thread IV
Nonek replied to Tigranes's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
In no way shape or form would I want the game to tell me anything about the companions, their personalities or even something so insignificant as their sexual orientation, before i've even met them. The companions are an essential part of Obsidian games, interacting with them and exploring their characters is one of the greatest parts pf the experience, and should not be sullied with a label telling you that you can engage in a few minutes of virtual hanky panky with said individual. That's an absolutely horrible idea. There's nothing wrong with denying content to the player, in fact i'd encourage it. Helps replayability and makes your choices have consequences, rather than handing everything to the player for fear he will be denied the smallest amount of content. For me that undermines the whole believability of the world, and produces endless linear grey corridors.