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Everything posted by OldRPG'sAreGood
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I'm starting to hope for asexual races.... But aaanyway, the way I see it, is that romance is something that would have to be done very well, or not at all. And well, making very good romances takes time, and that time could be used in areas that I appreciate more, such as world design, more lore, etc. So basically I'm okay with implementing romance if it is done well and without leaving something already planned out so that there'd be time to do a romance option into the game.
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Weapon Balancing
OldRPG'sAreGood replied to Longknife's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
One thing I would like to see when it comes to weapons and their balance, is damage % system against different armor types. For example, a rapier would do only 75% damage against plate armor instead of the usual 100%. And then there'd be armors that'd be bad against certain weapon types (forgive me for the bad, make that horrid, example, only one I can think off the top of my head), for example an axe would do 150% damage against wooden armor. Then again critical damage and base damage changes in +1 and +2 etc. weapons could be interesting, if, say, a more powerfuly enchanted weapons would do higher base damage, but with reduced critical chance. -
It depends on the setting. If there's a great amount of sea trade, there'd naturally be pirates. But then again, ships could simply be too well protected and sea routes effectively guarded. So, yeah, it depends on the setting, as I don't really want to see pirates but neither do I mind them if it fits in the setting.
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Multiplayer?
OldRPG'sAreGood replied to Yarazin's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I wouldn't mind multiplayer being implemented, and I'd propably use it as well, but I don't really see any harm in leaving it out either. And I prefer that before starting to make any multiplayer content, the single player experience would be done and polished. -
I like the inclusion of firearms because they have great potential to "spice up" the setting. Firearms and their effect of mages and magic alone, is, IMO, an interesting subject. Would a bullet stop like an arrow when it comes to an impact with a shielding spell? Can firearms be enchanted(usefully so) somehow? Cursed? Generally speaking, how do firearms fare against mages and how do they react to magic.
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IMO, it would be a good feature to be able to talk ones way out of almost everything. Of course there'd be times when talking doesn't help, but it would do a great deal towards the possibility of a pacifist playthrough. Speech checks though, I'd prefer to be hidden in a certain sense. So no big "Persuade"'s or success % showing, but in more concealed sense, like in Fallout 1 and 2.
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Weapon mechanics
OldRPG'sAreGood replied to Karranthain's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Someone posted about certain armor-weapon combinations that work better toghether, and that is one thing I'd like to see. One another thing I'd like, would be that armors have % ratings when it comes to different weapon types. For example, a plate armor would only take 75% damage from slashing weapons, while taking the usual(100%) from, say, blunt weapons. But then guns. I'd like them to be like summoning a demon without casting protection from evil first. It can prove devastatingly effective, or it can backfire in a way most horrid. -
As long as the equipment doesn't make the character look like a walking christmas tree, I'm happy. IMO, normal weapons should realistic(for example, an iron sword), but magical weapons should represent more 'fantastical' look(the Wyvern's Tail for example, IIRC there was a photo of it earlier on this thread).
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Please, NO GUNS!
OldRPG'sAreGood replied to ZeshinX's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
This debate actually got me thinking of damage threshold. Will there be different kinds of arrows, both those designed to pierce armor and those designed to tear flesh? In a similar fashion of armor piercing bullets and hollow point bullets in the Fallout games, though with the arrow variants of terms like the broadhead arrow(and that's about how far my arrowhead vocalbulary goes)? And of course the gun bullets, will there be different variants of those(material changes for example, though I don't know if that actually does any difference)? -
Please, NO GUNS!
OldRPG'sAreGood replied to ZeshinX's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Hmmm.. this got me thinking. If a knight had both a sturdy shield and a set of plate armor, could the impacting bullet pierce through both?(Assuming that the shot hits the shield). Also, weren't the early firearms very inaccurate(I could be wrong, someone correct me if that is the case)? I personally don't see anything wrong in firearms in a fantasy setting, if anything I think they add to it and make stand out from the usual design, which is, IMO, a good thing. -
How should magic work?
OldRPG'sAreGood replied to fan's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I'd like some sort of spell combos, for example if a mage cast a spell that creates a greasy surface, and then proceeds to cast some fire spell in the same area, the grease would catch the flame and instead of a slippery surface, you'd have a burning area. And I prefer if magic is exhausting, as I like how it represents the taxation of using magic. Then, to not make mages overpowered, protection in battle would be needed for effective castings of spells(though some minor ones could be casted quickly, IMO). -
Morality Economy issues (Feudal) class system differences, in wealth, social status and what have you. War, in a non-glorified manner Politics Life and death, and their relation to each other Religion (of the region)
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The Value of Gold
OldRPG'sAreGood replied to SanguineAngel's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Well, very expensive luxury rooms in inns, entrance fees to places, tolls if there are borders of kingdoms and the like, things like the magic using license in BG2, merchants who rip off the player with some kind of bad merchandise, all that and similar things could stop money from piling to the player. And well, make quality goods expensive and that helps the problem. Also bribes, renovations, charity and such could be used so that the player can throw money around. And maybe some quest, done the "right"(or "wrong") way, could lead to inflation in the region, lowering the players "buying strength"(I lacked a better word for that...). And the player house most likely leeches money from the player, if not in any other way, then maybe by customization. Well thieves could take the players money as well, though that might get annoying(looking at you, kids of the Den). -
Important to me, very important. I enjoy finding info about what's the world like, why is it like that, what is currently happening in the world and so on. It is what makes a game immersive for me, and well, I find reading about lore enjoyable.
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What mold should be broken?
OldRPG'sAreGood replied to fan's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
This, dwelling through lore for the 'why' of things is something I enjoy, and hope to be possible.- 131 replies
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Sure, as long as it's optional or tied to a difficulty setting. It would be interesting to see what would be dropped into the depths of some dungeon when an unknown magical artifact is awarded, but the weight limit is reached. Though I can see how it can easily become tedious, hence I voted "determined by difficulty".
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I couldn't help myself, read that with Irenicus' voice.... But, to the topic at hand: Although I agree that Obsidian should do this game as they plan/ned, I think that picking up ideas and suggestions from their customer base or at least interaction that might lead to some twists in the game design is important, as I believe that "writers blindness" to their own work might apply to game developing as well, and that's where the fan community helps.
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Magic System
OldRPG'sAreGood replied to oldmanpaco's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
That one piece of concept art(the one with a female mage or shaman or something, but anyway, with a staff) made me wonder about the part that staffs will play. I wonder if they're limited charge items or just a way to channel ones magic or even the only way to channel magic.