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Everything posted by OldRPG'sAreGood

  1. I picked the perfect time to come back poking around forums after a long while. I haven't been following PoE news and now I find out that an announcement for 2 is due in under 24 hours! Super excited for this. P.S. anyone care to fill me in on the essential small clues that are known so far?
  2. I'm actually happy that there's another way to manage the stronghold than running from one NPC to another. Never liked that personally. The prestige factor seems interesting, is there more accurate info about how it will affect the character & world? Otherwise, I'm liking the music, the game looks great, and I'm pretty hyped.
  3. I'll just throw a few simpler (than plate or similar) armor design out here, since not everyone can be wearing armor: Light horseman armors Footmen armor and half helms! Some gladiator-ish armor (just ignore that ducks wear them)
  4. Curse of Chucky, I have kind of liked the whole Child's Play series but this new one was kind of boring with Chucky himself being more silent and maybe a bit too nice in a way. But all of this was to be expected I guess, with this kind of a rebirth being attempted. I also watched Rebel Without a Cause, which turned out to be the film it was praised to be in the reviews I read. Even if the setting is a bit outdated, the message isn't.
  5. I myself would hope to see svef, the drug introduced in some update that was, if I remember correctly, allowing it's users to see souls. Would make for a nice add I think, even if it's use would only seen in some single quest or a few, for the player I mean. But addiction as well, to svef and possibly others, should in my opinion also be present. In Fallout 1&2 I always got a "aaawww ****" feeling when my character got addicted after taking some battle changing drugs. Wrestling out of the addiction was always fun, as the flaws could really cripple some abilities and make battles and all tougher. Also, on a wider perspective, I think that drugs should be discussed and well showed in the game, as the svef concept alone, at least in my opinion, is quite intriguing. And they give certain flavor to places, such as New Reno in Fallout 2, in the form of problems and such.
  6. I'm personally hoping that Pillars of Eternity will use somewhat different undead, like say, dismembered limbs like heads and hands and feet crawling and jumping towards their target. Such weak undead could provide a different flavor, and who knows, maybe even a bit of macabre comedy. Or something like a dead tree, come alive through some soul trapped in it or something, that slashes at the living with rotting vines and such. And as others have stated, ghosts that don't appear physically would be more welcome than the common see-through character models. My main point being that I wish to see something else than the traditional skeletons and zombies, and I believe that with breaking that pattern, the scary effect and other good things when it comes to undead are easier to achieve.
  7. Well, I feel kind of stupid now, but it seems that I misunderstood some financial details when pledging, and my pledge is the 8$ short. And as a mere high school student, I have little problems putting it in, as I'm quite broke. So, with shame and regret, I'll have to renounce my membership. And I'm truly, really and sincerely sorry about this misunderstanding.
  8. Well, in my opinion, the dungeons story could progress in kind of a dual-arc. For example, the first "half" would be about the (near)surface level structures, telling the story of the people who built it, lived in it and all that. And the second "half" about their discovery about the earlier structure below them(the statue and what-not shown in the kickstarter page) and about their journey(and possibly death) to it. But anyway, some sort of a two-part or parallel stories. And what comes to monsters and their plausibility to live, I think that a representation of their possibility to live needs to be shown, either by having something like edible mushrooms on the walls and corners or some such, and/or having monsters that don't actually need anything to live with, like golems or the like. Preferably both. As for treasure and traps, I hope to see both in abundance, and treasure hopefully in treasuries(aside loot of course), and so that there could even be two in the dungeon, one on the top structure while the other links with the lower one. And traps? Everywhere I say! As long as it makes sense though, and it is explained why the traps are there, if the scenario is some other than a big big chest filled with gold that needs protection. Then we come to the appeal of the dungeon. I'm holding my thumbs up for versatile environment, I'd say roughly 3 levels of verysimilar appearance max? Or 5, but a relatively small number anyway. And small aesthetic differences work miracles when customizing dull stone walls, like overgrown level versus and badly damaged one(burned, for example). That way they'd be similar, but still different. And as a final thought, I think that preparing should be important, in the ways of actually bringing rope and other useful adventuring thingies to overcome gorges and cliffs and slimy upward walls that the dungeon throws at the player.
  9. I wouldn't helmets like that, with a nice mix of pompousness and simple functionality. And black&gold armor? Gotta love that:
  10. I do care, but I don't think it's that important for the pronunciation to be spot on right after seeing the word, as IMO mispronunciation can help with making a language feel foreign and different. Also, while some might not care much for it, I think that learning a bit of some in-game language gives a feeling of accomplishment. And since were on the subject, will it be possible for the players character to mispronounce names and words alien to the player character? Might create some tense situations, and fun ones as well.
  11. I'd really like having racism and all that in P:E, as I love facing the challenge brought to the table by prejudices of NPC's. But I think it has to be subtler than races spitting and shouting threats at each other on the streets. More something like the player being, say, an elf. And by a happenstance, the player encounters an elf-hating NPC who gives the player a quest. And picking an "You do realize I expect to get paid?" dialogue line would cause the NPC to reply something along the lines "I knew to expect that from an elf." And then separate groups within cities/factions with a lot of prejudice against something in varying degrees of extremity add flavor to the game IMO. After all, having a different section shown of a larger group shows that they're not all exactly the same. But all in all, prejudice, racism and that must be made carefully and thoughtfully, which I believe Obsidian will do if they choose to implement these elements, as the whole concept is more and less like dancing on a knife's edge in the terms of getting it just right.
  12. Well, a few ideas regarding the furniture and that stuff: - A library(though I think some dev mentioned this already) that might help with things like lore checks(if they're implemented) if there's a collection on tomes and scrolls there. - A treasury room, so that some of the players valuables might be stored in a vault of a kind, and possibly if there are any incomes from the stronghold, it'd be the place they'd end up. - Some sort of an art hall, so that if the player decides to be an art supporter, it would be possible to throw money to gain statues and painting and maybe murals and all that to cheer up those grey stone walls. - A "throne room", with the lack of a better word, as to have a place to receive people who have business with you, and maybe give the player quests. And then, what comes to populating the stronghold: - Strongholds own resident smith(y), quite a reasonable add, that would provide a shop within the stronghold within the lines of common sense. - Guards maybe, affiliated with the faction the players sides with(assuming that there's a side to choose by must) or just plain mercenaries so that the stronghold won't seem as abandoned. - Servants, though this is a big maybe, as I can't see any other use to them than the purely aesthetic ones, and of course being a money sink, as having servants would logically reduce the income(if there is any that is) in the form of paying them. - Musicians to occupy a hall or another, giving the place a different soundtrack entirely with some cost.
  13. Great update once more, the monsters look great! And Skuldr's ability to "see souls" got me wondering, will it be possible to somehow hide ones soul "trace" from others? With a magical trinket or something of the sort?
  14. An interesting idea IMO, and while I personally don't really need darker nights, some darker and even pitch black(without light source) dungeons could add certain flavour to the game. And while it might seem like a hassle and a unnecessary reduction of characters damage/defence or what ever the torch slot would reduce, I think that light effects, both visual and mechanical, could be a good strategy asset. Imagine a pitch black cave filled with monsters that can see in the dark. It could be that if the player enters without any light, there'd be some penalty in accuracy or a score of things, while the monsters have 0 penalty in everything and the visual effects of the darkness makes them hard to on both the characters and players standards. Now let's bring light into the equation. Let's assume that the monsters that see in the dark, are sensitive to light as a result. So, with something simple as a torch, the tables would be turned, with the players party enjoying good eye vision and 0 penalties from darkness, while the monster have a score of minuses on their side. And well, IMO, a very dark room would create a more tense atmosphere than a less dark one. And the light effects from torches and spells would create a different kind of light element than sun(or equivelant), creating a different "mood" to the enviroment all together.
  15. Well, come to think of it, Project Eternity itself is a valid name IMO. It could refer to an ingame movement/event, for example, there's a group of scientists/mages/whathaveyou that tries to break the cycle of birth and rebirth, attempts to bind their(and possibly everyone elses) souls eternally to a single body, thus dubbing their project 'Eternity'. At least there'd be a score of things fitting under project name "Eternity", so it isn't that far fetched when you think of all the meanings it could hold.
  16. NPCs don't spam buffs while not in combat so far as I'm aware, especially if they have a limited number of casts and can't ever rest to recover the use of said buffs, so it wouldn't be a likely scenario. Well, I was mostly basing that to a memory of mine of BG(which seems to be a bit shifty, hah). You know in the Naskhel mines, Davaernon, didn't he have some protective spells active when the player met him? And IIRC in the end battle as well Sarevoks mage companion had some protection. Though I'm not sure 'bout that in any quantity. And well, whose to say that such a feature couldn't be implemented in PE? Though I guess it'd be foolish if only to balance buff wear off during dialogue...
  17. While I myself dislike the idea of buffs wearing off during dialogue, it could actually prove to be an interesting add, provided that your enemies suffer the same disadvantage. So entering the hall, seeing this big bad boss having half the shielding spell arsenal casted on him could be made weaker by having a good long stalling conversation while your enemies buffs wear off. Would add to highly charismatic/speech centered character possibilites IMO. And that'd probably mean that an *attack* option would be included in the dialogue, so maybe if you tire in the middle of the long dialogue, lulling the big boss in the sense that you're actually wanting to have a talk, to hear the evil plans or so, and have then a brief advantage in the form of hitting chance and wounding chance when you suddenly stop talking and decide to attack.
  18. Well, a few thoughts: - Some manner of moving tree creatures, for example stumps. At first glance like any other tree stump, but then it gets up and comes at the player(or tries to sneak on the player, I can only imagine the feel if I'd find myself surrounded by tree stumps because I haven't paid that much attention to what's happening in my characters surroundings) - Then another tree creature thing-y, an immobile tree, that has roots with what to attack from distance. Could be defensless up close but efficient from "range" - A two headed ogre(or the sort) would IMO be nice as well, especially if there's an option to have it argue with itself or otherwise take advantage of it's two heads - A big lizard with an extending and strong tongue(think chameleon hunting an insect, only the insect being replaced by the player and the chameleon being real big) - As a weak undead type, maybe severed limbs like hands, heads and even feet moving on their own. A hand creeping towards you would be... well creepy, while a head bouncing at you even more so, and a lone feet jumping could prove a slight comedic relief(especially when it starts kicking the player) - Hostile enviroment creatures, like attacking vines slashing at you from trees, something more of a trap than an actual creature actually - Possessed animals? Becoming something like a maybe?
  19. Nice update, thanks for keeping them coming. The thing that mainly caught my attention was that some races may have problems with helmets. So maybe race specific armor limitations? Waiting eagerly more on that.
  20. Kind of hard to go to detail with the information available so figures I'll just throw in a rough concept: Alias: "The Guide"/"The Shaman" Portfolio: Enlightment, spiritual guidance, patron for shamans and seekers-of-self and such being alike them itself, maybe patron god of svef even?(depending of course on the actual details of the substance) Allies/Enemies: Well, dunno 'bout allies, but for enemies I'd reckon such possibilities as gods of discord, deception, misguidance, etc. Symbols: An eye or a beam of light or candle, or maybe even sunrise Manifestation possibilities: A shaman, a monk, a guide chance met on the road, a scholar even?
  21. If orcs are shown as a savage and primitive race, I'd prefer if this would be because of lack of cultural advancment. While most races have sort of a renaissance, orcs would have bronze age or a bit later era going on. If they're shown as a primitive race that is. But if orcs are at the same level as, say, humans, I would like to see them as a "shy" race, a race that shies away because of it's differences might be a cause to be harassed for. So this brings me to think about more magic and scholarship centered orcs, who tend to live in seclusion and work as private as possible. And if orcs are said to be barbaric, it wouldn't necessarily have to mean as in fur clad primitive warrior. For example, greeks viewed persians as barbarians, so why couldn't a similar thing be applied to orcs(or any other "different" race). Also a persian culture vibe would be good for a orc race IMO, alongside with a mongolian culture model.
  22. Well, for some reason I couldn't post pictures, but here's a few links to some kettle hat designs, something that I'd like to see: 1. 2. 3. 4.
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