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Everything posted by Kaldurenik
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Well what about a system that use all 3? A cost, the ability to select spells and then select how strong the spell itself should be?
- 597 replies
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- cooldown magic system
- vancian
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Well its kinda hard to say what a mage will use right now... We dont know how the spell system will work. The only thing we know is that items will most likely have a weight... That means that might not be practical to put your mage in the heaviest armour you can find (unless he have the strength for it)...Ofc because we dont know how stats work it might be balanced in such a way that if you spread out your points to much you might not be able to cast as many spells or they are weaker. Heck there might even be other penalties if you have weight when you have low strength. But anyway im happy that we will see mages that can use heavy armour / other weapons if you want the mage to have a heavier armour.
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Idea to Raise Money
Kaldurenik replied to Audron's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
This is what inxile is doing for wasteland 2 you can increase your pledge by going in on your account. They will then use paypal also. i would be confused if obsidian decided not to do this. -
Good topic I love the art that obsidian showed us. Anyway about the topic... I want the designs to be simple but still good looking. I dont want spikes, giant shoulder pads, weapons that are larger then ones character... Now i dont know anything about the world that this game will be in. There might be wood that are just as hard as iron for all i know (depends on how obsidian do the story) to give a example... But even then i want the design to still be something that make sense so no giant weapons and so on. And on the topic of "magical" weapons and so on... I still dont want any "crazy" designs on magical items. I do hope that we will see differences in how armours look depending on the area / culture and material that they use within the game.
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Finishing Moves
Kaldurenik replied to Boretti's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Exactly how I want it. Though, I think you should be able to resurrect people regardless of their death animation. Well i guess one could have it depend on the difficulty level. -
Finishing Moves
Kaldurenik replied to Boretti's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Im fine with enemies "burning" to death or people that get hit by a powerful spell get turned into dust, or if people become chunks of ice. Or heck even overkill explosions (rare) where you cant resurrect (if there is any) party members and so on. Also... If they do make finishing moves... They should not be longer then a normal weapon swing... Why? If you make it longer you have no control over your character so how do you fix that? Give your character immortality during the "cinematic experience"... No thanks keep it simple. Have people die depending on the effect / dmg that hit them...But no long animations, QTE and so on. -
Map Notes
Kaldurenik replied to cealicu_ca's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
i would like the ability to add notes to a map myself =) -
Good or evil?
Kaldurenik replied to Klaleara's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I dont want "good" or "evil" i want them to make the choices more... grey. There is no "right" choice.There are only choices... And then dealing with the consequences (or rewards) that come with it. Now im fine with there being a "good/evil" choice once in a while. But overall i dont want "faction of whatever" to be good and "faction of evil" I want their viewpoints to be different in politics,viewpoints on magic,religion or whatever... Not just "we save kittens" and "we kick kittens for laughs". -
Kick it forward support?
Kaldurenik replied to Dalliance5's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
This is something Obisidian should decide themselves not the community / backers. -
How should the UI look?
Kaldurenik replied to Rostere's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
BG ui... As i had to pick i choose to have a minimap also... But only if it dont show anything except partymember locations / fog of war and locations you have explored (without adding any points of interest (note im fine with having the ability to add my own point of interests to the map). -
Items should also have weight... This will make the player not pick up every item... And hopefully the prices will be somewhat "realistic" so that we dont see items costing millions of gold. Oh and animals should not drop coins. And humanoids should drop what they have (to a certain degree) and if something is damaged it should be worth less and so on.
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This topic... This entire thread... Do we honestly have people that argue for there to not be any consequences for your actions? I guess im in the boat "If a "quest" say that its urgent then it should not wait around for you" boat. Lets say you go out and have a quest... You have now found a old ancient tablet that look like a map of a old tomb. You decide that hey... Im going to go over there and loot the place and hopefully find some magical artefacts. On your way to the tomb you find a dying guard / scout in the forest he tell you that you have to hurry and warn the village of winterspring because there is going to be a attack. You notice that the wound is not to old so you can still make it back to the village in time to warn them (after all its faster to travel in a smaller group then in larger group). So anyway! You are like... Well nah... im going to the tomb because hey... that is where i was going in the first place. After all everyone know that games dont have any kind of consequences for not being in a hurry. So you journey towards the tomb and it take a few days + another day to explore the tomb and then you head back thinking "hohohoho im so clever now i will warn the town"... And then you find the town in ruins. Why? Because they did not get warned you CHOOSE to not warn them by walking of doing something else. Now you can either have new choices dealing with this... Like... You find a little girl that have survived... She is crying that they took her mother away in a cage :'(. Now you can decide to head out and follow the bandits or whatever to see if you can free her mother... But you could also bring the child / find her a place to leave her at. Heck helping the girl might even cause you to be unable to find her mother due to way to much time passing. TLDR: Anyway i think that the world should "rotate" on its own. Not every time the player decide to "activate" something by dialogue. If you decide to run out and pick flowers instead of warning people / helping people then you made that choice... You should either be punished, rewarded and / or have new options open up for you then.
- 188 replies
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- urgency
- consequences
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Im sceptical... I have not played a smooth and good game using the unity engine. Ofc that dont mean that the engine is bad just that devs might not have been very good. But still... Im sceptical until i see some kind of proof / concept art on how it will look and play. yes it depends on the devs themself.
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DLC vs Expansion Packs
Kaldurenik replied to Intoxicated_Ant's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Lets see... Do i want: Rushed, bad, low quality , with little to no new features, rehashed models, textures, with maybe if im lucky a few hours of content with no QA for a higher price? Or do i want a expansion pack that have: more content, QA, Higher quality, new features, new models, new textures, more gameplay hours and its cheaper? Hmm let me think about this... Oh wait no need to think... Expansions. DLC in general is made to milk the consumer with as little work as possible done with no real QA or anything. While expansions tend to have higher standards.- 139 replies
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- DLC
- Expansion packs
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