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Everything posted by aluminiumtrioxid
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Tropes vs Women
aluminiumtrioxid replied to Qorem's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
In "historically misogynist" societies, women were second-class citizens because they're, on average, weaker than men, and thus less capable of defending themselves (thank you, captain!). But in a fantasy world, where people can develop magical abilities which a) are equally frequent in both sexes and b) make their wielders able to raze a city to the ground... well, they are not so defenseless. Thus, there is no reason not to treat them with somewhat more respect (of course, non-magic user women may still be subject to abuse, but the core cultural reason such abuse was justified in such societies is men's perceived superiority; and when women have this power, the cultural basis for such beliefs is somewhat diminished). Well, that's what I think, anyway. Feel free to point out any logical fallacies if I'm wrong. -
Rarity of magic items?
aluminiumtrioxid replied to TrashMan's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Rare magic items, but somewhat more easily available masterwork items of different tiers. Throw in some rare materials, too. -
Get NPCs to work for you
aluminiumtrioxid replied to sollus's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Great ideas. Perhaps not in this one, but I'd definitely want to see them sometime. -
Weapon mechanics
aluminiumtrioxid replied to Karranthain's topic in Pillars of Eternity: Stories (Spoiler Warning!)
How about having an option to sacrifice your shield in order to completely negate damage from a melee attack, as a last line of defense? Would give meaning to attacks of shield-shattering force from a gameplay perspective, while not making it into an attack ability which completely ****s up fighters of this build. -
Level of power
aluminiumtrioxid replied to Flying dutchman's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
When since you DIED, I don't see what the problem was. You were brought back to life, and millions of credits were spent on not only restoring your previous state, but outfitting you with the newest implants and fanciest cybernetics money can buy. Also, you didn't have amnesia and Jacob stated that your fighting skills are intact. But we're delving into off-topic. -
Level of power
aluminiumtrioxid replied to Flying dutchman's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Since the developers are thinking about sequels, I doubt we'll attain truly epic power in this game. This pleases me immensely. (Just how ridiculous was it in ME2 when you went back to lvl 1 nobody after finishing the first episode as a lvl 50 super badass?) -
The developers should concentrate on the game. And that's it. Also, "gaming literature", in my experience, is poorly written at best and outright horrible at worst. So no, thank you.
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That's very true. If you want a weapon which doesn't lose its edge after hitting armor, you'll have to dull that edge a bit. In the age of full plate armors, swords typically had about 4 millimetres wide edges. Good luck trying to chop off anything with that. (Of course there could be really sharp weapons, but they should be completely useless against armor). On the other hand, your entrails really aren't that well-protected. Puncture someone's belly with a dagger, twist a little, and they'll be all over the place. I seriously doubt, however, that these facts should have anything to do with what we see in the game. Exploding bodies are hilarious, keep them if you want to go all Planescape with the morbid humor. If you want something more serious, relatively tame animations + good flavor text is the winning combination imo.
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I think an "answer some questions about your character"-type generation process, like in VtM: Bloodlines or Jagged Alliance would be ideal. Perhaps some options would gift you with more stat points (they could be more or less obscure, or unlock after the first playthrough, just to not make things unbalanced). I find this method to be a lot more fun than pressing the "reroll" button repeatedly.
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Gods in Eternity
aluminiumtrioxid replied to Giantevilhead's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I prefer either flawed, manipulative or outright alien gods, but an approach to them as a "force of nature", beings of unchangeable nature is also OK. But after the first infodump about souls and technology, I'm fairly sure that whichever route the devs take, the product will be excellent. -
Impossible odds
aluminiumtrioxid replied to Nonek's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Very cool ideas, I like them. -
I once had a similar system for tabletop RPG magic, with different runes. Each rune had a corresponding skill value, and gave its value to the spell's value total. As you grew in level, you could use more runes in a single spell, and individual runes became stronger because your corresponding skill increased. Combining different runes altered the spell's effect (eg. Fire + Blood was a blood boiling spell, but when you added a Blessing rune to it, any time an attack drew your blood, it became a little gout of flame, damaging melee attackers). The different features of the same spell (range, damage, AoE, duration, etc.) was influenced by the order of the runes (if you put Blessing in the first place, the duration increased, if Fire, the damage, if Blood, the range... etc.). Players had a lot of fun experimenting. Problem is, it would be too much work to implement such a system to be worth it.
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Generally cool ideas. As for 1, I like the "automatically regenerating mana pool for simple spells/cantrips + memorization for the powerful stuff" idea someone suggested in another topic. But your solution is also good. And as for 3, I'd prefer wounds to have a greater effect on the gameplay: they should be specific to the type of the injury and hit location, be accumulated when the character falls below 0 HP (with increased damage comes more serious injury - like in WFRP, if you fall below 0 HP, you can still fight, but every hit you take causes a critical effect: broken knee, concussion, etc.). But I think healing magic should be able to - at least temporarily - alleviate such effects. Fully healing such wounds should, however, take time (days, at least), in which time you can not use the injured companion. It's good because it encourages the player to experiment with different playstyles, different companions (while leaving open the possibility of simply waiting until the injured companion is healed). Since no companion is essential, it gives a consequence to having a character KO-d, but this consequence isn't necessarily a punishment.
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Forgetting spells after using them is just plain stupid. (It can enhance a feeling of magic being weird and not working according to any natural law, but I doubt it will be a central the theme of this game's magic system.) I could find a system where you can prepare spells in advance, but not lose them immediately after using acceptable. E.g. you have to obtain the formula and memorize it, but the actual casting is only limited by your mana pool. Or unmemorized, but known formulae can be cast with an increased cost (and/or chance of failure). But if they decide that you have to obtain individual spells, I want research and experimenting to be a viable option to do so. (Or the only option, in case of very unique and/or powerful spells. If three villages have to be completely drained of life in order for me to obtain an ultimate necromantic spell, let me be presented with the dilemma [possibly with the option of obtaining said spell by other means - draining yourself and sacrificing ability points, making bargains with demons, etc.]). As for upgrading spells, I'd also like to accomplish it by researching and experimenting. Also, multiple ways to upgrade a spell (which, in turn, differentiates into many spells) would be nice.
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Slavery
aluminiumtrioxid replied to Crosmando's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
If slavery is a theme of the game, of course we should be allowed to own some. (With properly disgusting dialog options on the part of the character.) But it shouldn't be a feature just for its utility.