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Everything posted by OldRPG'sAreGood
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Rather... intoxicating update. If these stretch goals are reached, everythings fine in the kingdom.... But, since the mega dungeon digged deeper, I can only wonder who deep it actually is? Half-way of tickling the worlds core? In the depth of an regular mine?
- 219 replies
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- George Ziets
- Project Eternity
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Mwhahaha, my first character will play the souls of his enemies like lutes, with his cipher powers! And the sound will be so maginificent that even the staunchest barbarian will weep tears! So, to tone that down to a sane level, I'm happy that this particular goal was reached, especially because ciphers.
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Mad mad man
OldRPG'sAreGood replied to pid's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I'd say no. IMO singleplayer games work best when one can immerse oneself in it, and a chat box would ruin any immersion. -
I'd like to see the dungeons architecture a bit strange when compared to the nearby areas, and deep down in the dungeon, the reason as to why it is different can be found. For example, the above ground level has vague hints of a different culture, and the differences increase as the dungeon goes deeper. And at the "bottom" there could be an ancient city featuring this strange culture thorough it. And I'd like to see one level that is more or less labyrinth like, and it contains one wandering, high difficulty monstrosity. And avoiding it could bring as much XP as killing it. Well puzzles and riddles would be great, if not essential. Hard end boss is a must IMO. Also the more there is to find out about it/him/her the better. Also I would like if the story brought the player to the dungeon, but only keep very little dungeon dwelling as essential to the story. Then amongst the story quest there could be things like notes or engravings or such to whet the players appetite to explore further.
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Just watched Trainspotting. A good movie, though with a somewhat grim theme.
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Ah, finally found my Planescape: Torment that has been lost for about a year! Goodbye free time.
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Durlag's Tower or Watcher's Keep? Both are nice, although Watcher's Keep is definitely more high fantasy than Durlag's Tower. I mean I got a feeling of an dungeon equally dangerous as Durlag's Tower but with a twist of a more magical nature, mostly because there was a mention of some failed experiments, which reminded me of Spellhold, even if it only had insane mages instead of failed experiment subjects(which I presume to be of an magical nature).
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The dungeon design sound great! I don't know why, but I got a feeling of an Spellhold-isque version of Durlag's Tower. And the growing dungeon concept is a good thing too, IMO. I personally ain't really interested in the crafting and enchanting stuff, but hey, might be there's something in them as well that turns out to be fun. Great update anyways.
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I'd say it's more about making armor that makes sense rather than being politically correct. Protective armor rarely shows much skin, for obvious reasons, and when armor looks protective, it makes sense in the game world in which protection is needed in order to stay alive.
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I don't want to see: -One solution quests, the more options to complete a quest, the better IMO. -Hand holding, as I like to figure things out myself. -100% honest NPC's. -All challenging situations generated by harder modes, IMO even the normal difficulty setting should have challenging situations. -"Wall breaking" humour and jokes, I don't want anyone to say "Hey, isn't this the world of Project Eternity?" -The best equipment found during the main quest, IMO true treasures should be hard to find and get. -And well, all else I was gonna mention has been mentioned already by others, so I won't bother.
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Wouldn't it be simpler just to implement a transformation spell that turns the mage into an animal with fitting stats? For example, when sneaking past a guard, just transform to a rat or a cat or the like. So instead of situation specific transformations, there'd a spell for a stat change(with a change in the appearance as well) with what to succeed in, for example, sneaking.
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I don't see why anyone would want to remove combat(though I don't even remember if anyone has asked for this specifically), instead of simply having the chance to avoid it. Sneaking and hiding and persuading and deceiving can prove just as challenging as combat, if they're made to be as challenging. I for one enjoy trying to do an pacifist playthrough in games that permit it, as it provides different types of challenges than combat.
- 295 replies
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- project eternity
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This isn't a thing you must resist. But, to the actual topic. I quite glad that these sort of difficulty modes are implemented, as I enjoy a good challenge every now and then. Also the godlike races seem interesting.
- 295 replies
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- project eternity
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I'd say the end boss death animations like FO's, though perhaps toned down a liiiittle bit. Or I don't know, a fantasy version of those bloody gore shows might be humorous. But when it comes to the standard enemies, I'd like the death animations to be like splattering into pieces like in BG because I don't think the Fallout way works without turn based so well. Though if there's too many flashy death animations it just becomes dull, especially when some weakling enemy constantly dies in that fashion due to a killing critical hit, which might be just one blow.
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A little beastly, and seeing how there wasn't something I would count as ratmen, I voted for small humans. Because, well, doesn't little beastly+small humans=ratmen?
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Let's name this game.
OldRPG'sAreGood replied to Monte Carlo's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Adventures of Mittens, the adventuring kitten. But seriously though, something linked to the region could work, in a similar fashion as in BG and ID. But I would not wish to see the word 'soul' in the games name. -
Gods in Eternity
OldRPG'sAreGood replied to Giantevilhead's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I don't really have any preferance when it comes to god(s), and the only idea I can think off the top of my head, is that there'd roughly be a god per race + some with no defineable race. I'm sure Obsidian can pull off something good regarding gods. -
Finishing Moves
OldRPG'sAreGood replied to Boretti's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I wouldn't mind boss fights ending with a flashy death, for example like in (though it might fit better in the full turn based). Skip to 3:16 if in a hurry. Edit: Though it would be nice to see the death animation depend on the weapon/spell used. And when it comes to the usual enemies, well, BG style chunks are all fine and dandy IMO, as it'd become tiresome so see some measly gibberling constantly die in a "cool" fashion. -
I'd like a big dungeon. Maybe somewhat bigger than Durlag's Tower. Also I'd like it to be tied to the story, say, with it's first level(surface). And on that story related level, there'd be some scriptures that would hint at something that would lure into further exploring the dungeon. Or not scriptures, something like a dark tunnel with examination function could do the trick. "As you close the dark tunnel, a distant scream echoes from its depths." I'd fall for that. My point being, that the dungeon would have brief ties to the story(an item is within it for example) and that there'd be something on the "story level" that would give a motive to explore further.
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Identifying found items
OldRPG'sAreGood replied to Piccolo's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Weapon skills should pitch in to the lore checks(if there are any!) IMO. Because it would be rather dumb if my character who's a grand master in the art of sword fighting would pick up a sword and just say: "Well, it's a sword all right. Can't say much more than that." -
Identifying found items
OldRPG'sAreGood replied to Piccolo's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I'd like to see identification take a bit more than a spell. Even an expensive scroll would be enough though. But the need to go to a sorcerer or a sage or the like would be nice, as it'd show that not everyone knows arcane secrets of items both old and new. One thing though that I'd like as well, would be that gathering a library of books(which for conveniance of carry weight could be placed within the possible player house) would help with lore checks. -
Well, I wouldn't be against BG styled co-op, as I would most likely use it. But still, I feel that singleplayer is much, much more important, and IMO, multiplayer should only be implemented if the singleplayer portion is at a point where there is nothing worthwhile to add to it.
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- co-op
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