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Tuckey

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Everything posted by Tuckey

  1. I like how they've done it in DOS. You have the option to hide them completely/not hide them/only hide them when not in combat.
  2. From ye good old days of bg2 purchase *Get game box, read words on the back of box. Gaze longingly at pictures of said game. (recheck system requirements) *Wait until home before opening box and spend the train ride dreaming about the game. *Open game box, take a whiff of new game smell, check the contents and open the manual. *Read manual while installing the game paying particular attention to lore details and companions. *Play game and get lost in it for a while. Feel blown away by presentation and attention to detail. *Wonder why no one had come up with something even close up until now, dream of glorious rpg future. *Realise game was exception not the norm ~ disappointment seeps in until...
  3. I'd like it if they set a game in Pillars of Eternities far past. That would give us a first hand account of the mythological basis that Pillars is based on and a look at some extinct cultures and civilizations.
  4. Maybe having contextual responses would randomise a comment somewhat. i.e. Vary a comment based on location and general reputation. A party member may phrase things cautiously if you have an aggressive reputation as compared to a friendly reputation which might encourage overstepping of boundaries. The comment would also come out different if in a pub as compared to a wilderness area.
  5. I have a question regarding Vithrack: "Like spiders, they are capable of spinning silk, though they use it to make their own very intricate and fine robes." Do they also use silk to fly into combat dangling from a silk thread? Maybe that's why the Vithrack look like they're falling from a height. There battle strategy must be to ambush given there small numbers. I'm going to need a cipher for early warning methinks.
  6. Hmmmm....8 "announced" companions. So possibly more then. Watch from 5.07.
  7. I'm wondering if there will be under city areas in each city. In bg2 you had sewers and catacombs. In Defiance Bay there will likely be a sunken city bit seeing as part of the city is submerged. Twin Elms probably has under-city ruins of the old city.
  8. The nwn2 spell effects were awful, in complete agreement that they were too distracting.
  9. Don't forget about the trolls Obsidian are developing. They look camouflaged already and will likely use ambush tactics.
  10. What is everyone's favourite party composition? Thinking about PoE what excites me is that you could have whatever combination you like, so what is everyone excited to try and why? I wish to try all rogue so I can see if there are any benefits to playing a party as one class. Maybe there are some extra role-play options and quest chains as a result. I can try out lots of different builds of rogue and see if I can get them to complement each other. Maybe one rogue is good with traps, another good with stealth etc.
  11. I must admit I do fancy a dip in that sea. If there is no quest involving Susie Selling Seashells by the Seashore then get out.
  12. "Here you can see the Hall of Warriors done by April Giron. This large wooden structure is used as a meeting place for visiting warriors within Twin Elms. It is here that the Glanfathan hunters gather and tell stories of past deeds, discuss upcoming events and hunts, and conduct friendly contests of physical prowess (arm wrestling, tests of endurance, etc.). Sometimes, a visiting anamfath will take residence in the hall when visiting the city." Please tell me the party can also tell stories, engage in contests etc
  13. Good interview! The first view minutes show some screenies I haven't seen before.
  14. I guess your going for sombre. Sounds like lotr and a lot of other fantasy game melody pieces stuck together. This piece needs a unifying identity imo.
  15. Going back to how xcom did it. - We have a fortress/base in our castle where our loot can go. I'm just going to imagine that I'm instructing my page to haul my loot back to the castle every-time I use the limitless stash. Would it make a difference to people's immersion if the stash was a person you interacted with and could instruct where to send the stash, what to do with it? ie. Sell all this stuff Keep this stuff etc
  16. @Nonek What you are describing reminds me alot of Commando's series of games. I would definitely like to see a wider variety of non-combat skills available as long as they are useful reasonably often. Playing some rpgs you quickly discover that some skills are only really useful a few times throughout the course of a game. This leads players to frustration and seeking out min/max builds rather than playing the game organically. Commandos got around this by only letting you bring certain skill-sets with you on missions to ensure continued challenge. You would have to be particularly careful with map design so that you allow a variety of solutions to present themselves to players. Additionally you would have to ensure that the map continues to look organic and not wonder why there are things like cover obstacles every which way, in ways that make no sense i.e (mass effect games) Looking at your examples perhaps you would need to have mushrooms and other fauna gather able in forests prior to undertaking quests unless you wanted them scattered throughout the quest map. Additionally with alchemy you would probably need to have a portable alchemy set unless you want to go the Skyrim route and have crafting tables everywhere. I really like the idea of a Sapper/Demolitionist in game, blowing past obstacles needs to happen more often in games.
  17. @Tauron Depends how you look at it... The wizard could shape magic if he wished but elects not to because he finds it inefficient, preferring to research and study magic.
  18. I'm pretty happy with this news overall. At least the general public get the option of having a boxed copy and Obsidian has more money to play with and put into the game.
  19. @Korron 1NZ dollar to 1US dollar is actually not that fair, never mind 1Euro to 1US dollar.
  20. My admiration to Kaz for the portrait art. It is looking excellent thus far. Additionally I would like to say that the inn's and taverns unique look shows an attention to detail I admire, bravo! I do wonder however how people secure there belongings given there are no doors.
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