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Everything posted by Ieo
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Live recorded music, Poll 2.0
Ieo replied to jerf's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
There hasn't been any announcement about the music yet... Live or synth? (1) (2) (3) (4) (5) (6) (I admit that I particularly love the idea of live period tavern/street music; anyway, small-scale stuff would be great in the big city especially, or seeing a random NPC or two in a village performing, IMO...) -
Weapon sheathing
Ieo replied to chunkalot's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Oh riiiight, I remember that. Not sure what I was thinking of. And JWestfall is right, I'm sure we don't have to worry about that for PE. Sheathing--Cadegund has a shield on her back. If her sprite can do that, then I'd think sheathing is in, but if it's just the concept art... -
Big City #2- 3.5mil. stretch goal
Ieo replied to nerevar's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
The reward in Durlag's Tower, for me, was unraveling the entire story. (And the loot. ) -
Big City #2- 3.5mil. stretch goal
Ieo replied to nerevar's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I think Sigil seemed smaller because the maps felt smaller--the sprites were bigger... It's all relative. I don't remember a giant overhead map either, but it's been a while, so... Time to fire it up again after this semester. -
Big City #2- 3.5mil. stretch goal
Ieo replied to nerevar's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
That sounds... really awesome, actually. I definitely wouldn't want that much concentrated content locked behind an optional dungeon romp, though--I know not everyone is into that (I would be only when in the mood, myself). -
Weapon sheathing
Ieo replied to chunkalot's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Actually, I believe that was a bug... -
Paladins and Bards
Ieo replied to AlphaShard's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I'm curious about both classes now, given the description. Potential secular paladin with skills based on centered AoE and whatnot, and this chanter business.... Good job on interesting spins, Obsidian. -
Weapon sheathing
Ieo replied to chunkalot's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I haven't played ToEE yet, but I hope there's a way to sheathe because it's weird romping around, say, government installations fully armed and 'ready'. And I'd expect unsheathing to be fully automatic if you enter combat mode and queue an attack. -
Big City #2- 3.5mil. stretch goal
Ieo replied to nerevar's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I'm still trying to decide if I liked Baldur's Gate or Athkatla more... Sigil didn't seem that expansive to me. I don't remember IWD cities. The disjointed maps in Baldur's Gate drove me nuts; it took me a while to figure out exactly which map edge to leave to reach a particular corner. (Never mind the sewer maze, though I remember it now fondly...) Yet I preferred BG's overall layout and housing/neighborhood access than Athkatla, which seemed denser and more populated than the latter. Hummm...... (Regardless, another big one would be so awesomely full of content, I knows it. Except for the class update and art bits about the companions, this is the only one that seems to have gotten me really excited.) -
Indeed. But every sane man campaigns for the game to be to his liking, and the other guy should mod the game to get what he wants. If the sitation was reversed and hte devs said they will go with checkpoitn based save -system, I could point you to mods too. so it's kinda a moot point. This is hilarious. Delterius started this thread after Update 9, which had the three additional difficulty modes. Including Trial of Iron. So you already got what you want. At the very beginning. The game is thus to your liking. And still you want normal default mode to cater to your whims at the expense of other players. Despite Trial of Iron. You continue to claim gameplay corruption by the existence of other save modes yet cannot give any actual examples. How incredibly petty.
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For the discussion, not for the hope. Even if I am not in favor of Obsidian dedicating resources to multiplayer functionality in this case, there are seriously ****ty arguments (from people strangely vehement toward experiencing an RPG with friends) that need to be wiped when I smell them. But I didn't realize two weeks was a significant lull for a thread; I apologize. Yes, the troller isn't the best example. Bobby Null's first post on the topic makes the most sense besides the dev comments afterwards, along with the cost/complexity issues. Because this is a high-level dev/business decision, if there's more discussion it ends up going further towards off-topic. As for bumping--given how fast these forums go, things can fall off the radar within hours, so things two days old already feel old...
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You.... really did not pay attention to the Kickstarter page, the video, any of the forum discussions on camera, none of the articles? Wow. That's hard. Congrats, I think.
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- project eternity
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Why bump? Obsidian isn't doing MP/co-op for this. Decision made. And the latest quote from Sawyer about it (the question spans both console and co-op, though): So for the people on this forum (who don't understand the self-selecting nature of forum polls) who claim that sooooo many people want co-op--someone in the industry sees it otherwise. Interesting.
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ORLY. ... .... ....... I'm not sure if I should be feeling elated to know that or anxious that I was just spoiled about something. Gack.
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The Paper Doll Thread
Ieo replied to Monte Carlo's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Proper paper dolls... Also, I remember feeling a bit "blinded" by full-screen paper doll interfaces back in the day; this was necessary when we had, what, 15" CRT monitors or something and that low resolution, but standard resolutions are much higher these days and will only get bigger by 2014. So I like paper doll GUIs that are partial screens so I can still see the battlefield or background with sprites--weird, I know... Partial UIs are particularly useful (e.g. the quickslots) in combat, so I hope there will be more of those used in interesting but usable ways. -
By the graphs, Double Fine shot up at the end... I reeeaaally would love another metropolis too. With a sewer system.
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That much effort isn't even needed. Trial of Iron mode is already in. Go forth, with one save point!
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I like the spiky graph. Very interesting per updates and stuff. I forgot what happened on Sept 26th, and I wonder what happened between 20th-21st.... Augh, all the information just bleeds together. You're killing me, Obsidian, you are...
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Oh yeah, that part of the poll didn't make sense to me, but that's in 2ed terms. Dual was nice, multiclassing required patience with the combined and locked limitations--in 2ed D&D. Restricted multiclassling like that would be fine, except the flexibility in the parent classes would supercede all that, I imagine. And, uh, specialization within a parent class is not multiclassing. ? Given all the content I want PE to have, I think multiclassing is a mechanic crossing into combat balance they can comfortably avoid given class flexibility. Better to concentrate depth and breadth within the confines of given class descriptions, IMO...
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(1) Miss? Compared to the IE games people are still replaying? Nah, won't be missed one whit because that was never the point anyway. (2) Side scrolling? As in moving the viewing window up/down/side? It worked fine in the IE games, so I don't see the problem here?
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The screenshot reminds me a little of that "wilderness" area in Baldur's Gate 1 where there's a waterfall in the middle of the map and a couple minor quests.... or was it one.... Was it the ogre's lost pet or the girl's lost cat.... Whew, I can't remember! Can't wait to play EE in the next month or two.
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Other multiclass threads: http://forums.obsidian.net/topic/61180-multi-class-establishing-proper-lorenpctrainers http://forums.obsidian.net/topic/61109-classes-and-races-with-regard-to-stats-and-multiclass-penalty-implementation/ Keep in mind that Update 12 was before Update 15 with the actual class descriptions. As I mentioned in a different thread-- With the "extreme" flexibility class options proposed in Update 15, I don't think multiclassing would be a good idea for balance purposes (and I'm a multiclasser/hybridizer).