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Everything posted by GhoulishVisage
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This thread is showing why I had misgivings about the original PE pitch: The pitch was nebulous enough in it's aims that many people had different ideas about what the project would be like. When a dev says "a spiritual successor to the IE games" to someone else it has a completely different meaning for them than it does for me because we both have different ideas about what were the most important parts of those games. I never expected Baldur's Gate 2013, but obviously other people did and unfortunately the original pitch didn't exactly dissuade them from that idea. That said I liked this update. It's always nice to have a little quick-reference guide. The Aumaua race looks and sounds good. Not at all like the orc stand-in I've been expecting this whole time. Sawyer's tidbits he's been dropping throughout the forum are always nice too. I personally think it's a bit of a pity that there won't be one companion of each class seeing as there's eleven of them but eight companions. I wonder which will be left out?
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Hrm. Hopefully the success of Torment will alleviate Obsidian's doubts about alienating their audience with outlandish fantasy and they'll put more nontraditional themes, aesthetics and characters into PE. There's clearly a very strong demand for it. I have to say that inXile's pitch is absolutely fantastic. Obsidian's campaign may have been fantastically conducted, but their pitch was really lacking. PE's pitch was basically "It'll be like the old IE games and it will involve a world where souls are important". No concept art, no lore, no idea about the companions or the world. This was somewhat rectified as the campaign went on, but if the campaign had included that mock-up screen, some of Polina's art and an idea of what PE's world will be like as a part of the initial pitch I imagine it could have gotten a huge amount more support. I'm still a bit iffy about InXile using the Torment name though.
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I dunno, so long as you aren't too much of a stickler for the designs to incorporate "real" animals there are plenty of mythological creatures that are fire based like dragons or phoenixes. Then there's always the salamander as I said.
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A deer of some sort would be my guess, that is what the ears and horns look like they're based on. I like the idea of the earth godlikes appearance being based on a creature that's close to the element, not necessarily the element itself. Although I now see that the arms in the picture are covered in a rocky or earth-like substance, which is a nice, subtle nod to the parent element. The other designs, whilst nice, haven't captured my imagination like the earth godlike's animal-human hybrid aesthetic.
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I have top say however, that I prefer how the first concept of the earth-godlike is inspired by animals of the earth compared to the other three who are directly inspired by the elements that are part of their heritage. It would look incredibly unique if all of the elemental godlikes took this route. Air godlikes would be inspired by birds, water godlikes by fish and fire ones by... er, salamanders? They could still have whatever element it was that they are connected to as a part of their design in order to give them an "unearthly" feeling. However, I'm not the designer and that idea may not fit in with what the godlike are in PE.
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Oh man, I love that godlike concept. I was half-expecting something a little more 'traditional', like a tiefling, but that is so much better. Will the "godlike" races have their own names (like tiefling and aasamir instead of half-demon and half-angel in DnD) or will they simply remain "godlike"?
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I too am fine with them taking a bit off of the regular updates, it leads to less filler updates so they can gather some really good stuff to show when they do show it. Once a week really is a hard pace to keep up, and I'd be perfectly happy if every second week Avellone's Arcanum LP replaces a regular update.
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Avellone needs to read the manual. It seriously helps when it comes to playing Arcanum. Also I was hoping he'd play a half-ogre. It doesn't matter if he played a dumb one or not, in fact playing as an intelligent one is twice as fun because of everyone assuming you're stupid only to get told where they can shove it. Also, when are we going to get an update from Mr Cain? We saw him briefly a few times at the start of the KS campaign, but he's been relatively silent since then.
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Cultural weapons
GhoulishVisage replied to GhoulishVisage's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Having a trait that's usable by any old sot that gets their hand on the cultural weapon essentially makes it into a regular weapon and makes any differences between that and a normal weapon strictly aesthetic, which kinda defeats the whole point. I'll pull an example of what I'm thinking out of the air. Boreal throwing axe: 8-11 damage +2 damage if equipped by a Boreal dwarf +5% chance of critical hit if equipped by a Boreal dwarf This would be usable by anyone, but the bonuses only come into play if the character using the weapon was a Boreal dwarf. -
Alright, so I've been thinking about how culture plays a large part in PE, and about how in real life cultures all over the world have exotic and unusual weapons that would baffle or at least be harder to use by people not of the culture. I had an idea that I thought might be interesting; make specific weapons that are unique to each of the cultures of PE that are either: 1.) Unusable by other cultures, or 2.) Are usable by other cultures in the game, but provide bonuses to a character of the appropriate culture that has equipped the item. This would allow for another interesting facet of the cultures in PE and how they apply to the game world. What do you think?
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So some races may have trouble wearing helmets? Probably the infernal type God-like with those pesky horns. Great update, love the bald, beardless dwarf. I'll probably play one myself. I'm glad to hear that there are going to be many armor-types and slots. Maybe an update in the near-future could show off some of these?
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First concept art for the Torment successor here: Edit: Ah, I see someone already posted a link to nowgamer where the art is.
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I've mentioned it before, but I think that a butler who acts as your Alfred Pennyworth for the stronghold would be pretty cool. He'll likely hang out in the entrance and give you the low-down every time you come to visit. A dry and sardonic sense of humor would be a bonus. Also, I prefer Sagani's design with the facepaint across her eyes than without, and I hope it's implemented in the final look of the character. I was thinking about mentioning it in a topic about character designs (which I still might do) but I thought I'd post it here in any case.
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Whilst similar concepts may have been used in literature and other mediums, there hasn't been a video-game with a like setting to my knowledge.
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It's a pretty awesome sounding setting that is set one billion years in the future where many great civilizations have risen and fallen leaving behind various artifacts of immense technology. It's somewhat post-apocalyptic in that the current inhabitants live at about a Medieval level of technology with these immense, powerful and unknown creations lying around them. Some of these are extremely helpful: advanced tools, valuable means of communication and learning, transportation, defenses, and weapons. Others are dangerous: genetically altered monstrosities, flesh-warping radiation, creatures transplanted from distant stars, and clouds of out-of-control nanobots, just to name a few. It's being made by Monte Cook, and I've heard more than a few muttered complaints about this, but I don't know exactly what for as I never got into PnP gaming. Anyhow, whilst I love the setting I'm not certain about transplanting the Torment name onto it, as this will only lead to disappointment, no matter how good the game is.
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inXile will be developing a spiritual successor to Planescape: Torment set in Monte Cook's kickstarted Numenera universe. Chris Avellone does not seem to be working on the project, although he gave his blessing and recommended several key figures currently involved. Thoughts?
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Lore and art are my most anticipated updates. It doesn't have to be anything about the story or anything directly pertaining to it, but just tidbits about the world PE takes place in would be enough. As for art I'd like to see some pictures with some actual color. I came across this recolored picture of the aumaua in my wanderings and thought that even the simplistic coloring made it look infinitely better. I'd also like to see some armor designs, or maybe a monster or two.
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Intelligent Weapons
GhoulishVisage replied to TRX850's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I absolutely love intelligent weapons, and I'd be thrilled if one made an appearance in Project Eternity.- 44 replies
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I'm supposing what he means is relations with companions where the npc dislikes the player either because of something the player has done or because the player was antagonistic to them. I have to say I agree, npcs rarely develop interestingly or provide benefits when they dislike the player character, leading many players to not try and experiment in their relations with them and merely choose the dialogue options likely to win them influence with the companion. Exploring how an npc might develop as a character when they dislike the player and what potential benefits might come from that companion could be interesting.
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Finishing moves
GhoulishVisage replied to Cultist's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I think that spectacular finishing moves (if there are any) should be reserved for boss encounters and the last remaining opponent in packs of enemies. If finishing moves do play for regular monsters in the middle of battles it should only play on seldom occasions and shouldn't last long enough to become a detriment. A second or two at most. I immensely disliked the finishing moves in Skyrim and Deus Ex: Human Revolution. They were shoddy (in Skyrim's case at least) and broke immersion. However, I can see them working well in a game like Project Eternity due to the camera angle and the fact that you control a party of adventurers rather than a single character. Anyhow, as I said, if they do play in the middle of battles they shouldn't last so long that the rest of your party are left stranded. -
That sounds absolutely fantastic. I would have played that in a heartbeat. I wonder if some of these previous Obsidian titles that were cancelled well into development could be tweaked to remove trademarked properties and finished being funded and developed with Kickstarter or alternate means of finance? I'm fairly hazy on how these things work though, so I'm probably just being stupid. This idea of course probably isn't taking into consideration a whole load of things, so it probably just is a really stupid idea and I need some sleep.
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Modeling weapons in PE
GhoulishVisage replied to Rostere's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Maybe you'd get more discussion in the Gameplay & Mechanics section of the PE forums? Personally I think that different classes of weapons should have large differences in-game in terms of pros, cons, strategies, uses etc. with individual weapons in the same class being more similar in use with fewer differences. I know that sounds mostly like every other game ever, but the biggest difference those games make between weapon classes is the amount of damage they do to different enemies. I also however don't think that the system should be too pedantic.