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JediMB

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About JediMB

  • Rank
    (3) Conjurer
    (3) Conjurer

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  • Location
    Sweden
  • Interests
    Stuff, things and trinkets.

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  1. I have my game disc for a DRM-free version, so the convenience and luxury features of Steam is of much greater concern for my digital copy.
  2. I don't know what race or class I'm going to play yet, but I can say without a doubt that I'll roll female because that's generally what feels best for role-playing.
  3. I suppose I'd prefer option 1, but given how long I often take to start playing the games I buy, I'd really be fine with option 2 as well.
  4. Reminds me of a Swedish game series called Backpacker, where you would be required to type in answers to various questions, and the game would be able to determine if your answer was "close enough" to the desired one. I last played the game that came out in 1997, and it got the job done really well... with a few notable exceptions where you could simply input a family name the game had just told you about instead of the given name the game was asking for. But those sorts of issues are easy to avoid when you only have a limited number of riddles requiring typed-in answers, so I'm game.
  5. I'd like a poll option for "Both." Would be nice to have the option for either a customized 3D portrait or a 2D image either provided by Obsidian or added by the player.
  6. As long as you can't accidentally attack a friendly NPC, I'm all for being able to maim and kill whoever you want to inflict suffering upon.
  7. I'm all for a "Keyring of Holding" of sorts. Just collect all the keys there to avoid clutter. Make acquiring it part of an early quest, for giggles. Also, it would be cool if keys didn't magically come imbued with knowledge of their use, but at the same time did have enough information attached to them that you'd be able to tell them apart. So if you find a dropped key next to a bar stool, it won't just magically say "Dungeon Key" unless you've actually acquired that knowledge. Instead it will say something like "Key (found on the floor of the Deadbeat Bar)" until more information has been acquired. Also, unless your character has been able to deduce the purpose of the key in-game, the player would have to manually select the key when trying to unlock the dungeon door, and upon success the key would receive its appropriate name. ...And here I was just going to say that I'd like a keyring, but then a bunch of other ideas jumped into my head.
  8. Either a level cap or carefully balanced XP gain within the game, to prevent issues like the character being able to excel at everything. "Voila," actually.
  9. The game needs a degree of level scaling if we are to get some freedom in choosing where to go. Otherwise it would just end up more linear than I think most of us would want it to be.
  10. Well, I'm not going to bother with reading up on what I've missed in the last 34-ish hours, but I do have a link for the people who haven't already listened to it... The Extra Curricular: Romance in Games podcast brings up some good points on the subject of... well... romance in games. Some good and bad parts from games such as Mass Effect and Dragon Age, Final Fantasy VII, The Walking Dead, Persona 3, and Uncharted.
  11. My PnP roleplaying experience has shown me that I'm great at burning plot-relevant mansions to the ground. :D ...Not sure if Call of Duty or Call of Cthulhu reference.
  12. ~hasn't read the thread yet~ Something modern, flexible and unobstructive. The worst thing about the GUI in certain older RPGs is that it feels like it's in the way, ineffective, and taking up too much space on the screen. That said, it doesn't have to use a minimalist design, like Dragon Age II did, as that tends to feel a bit unfitting for a fantasy-themed game. EDIT: That said, the style should be more about texture and border styles than fitting unnecessary ornamental images into the GUI. Also, it should be kept in mind that buttons don't have to be squares, and could be shaped like gems and such.
  13. Maybe you read my post before I edited it, but I made a point out of that arguing both for and against is pointless. It's just fine and dandy to say that you like or dislike that sort of content, but when you find yourself needing to prove to others that your preference is the best one, I would say you're either suffering from some sort of irrational repulsion or you're just desperate to "win" and feel validated. EDIT: And that's not even going into how certain people love to misrepresent their opposition, as well as the nature of the desired content. Oy vey.
  14. Yeah save points like in Final Fantasy games can still be too far away for when RL demands your attention RIGHT NOW and not a minute later. The save points would be in the middle or right before a boss battle allowing someone to save scum anyways. Good point. Another issue would be that placing a "save point" of sorts just before a boss would in a sense work as a spoiler for the encounter, where the boss might otherwise be a surprise. That said, a scripted autosave/checkpoint before boss encounters (instead of a save point) would be a relatively smooth solution. That way you wouldn't have to replay content after failing an encounter that is by design unusually difficult, but you'd also be stopped from save scumming for regular encounters.
  15. And here's the point.Again. It's not a point. It's you saying "I don't like this" and pretending that it's somehow valid in an argument. EDIT: I'll make it clear: This is not an argument for romances, because it's pointless to argue about whether or not this should be in the game. It's for the writers to decide, since they're the ones who know what they can and want to write.
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