-
Posts
1407 -
Joined
-
Last visited
-
Days Won
8
Content Type
Profiles
Forums
Blogs
Everything posted by Ieo
-
I can't describe how happy I am that you're doing that... Yay, no MP. And definitely no romances (made my point in the locked thread already). I'll add my vote for a large, populated 'metro' city with mixed population of sorts--if there's already one slated for dev, then add another, perhaps one per racial region or something. Loved Baldur's Gate, despite the annoyance of travel among the sub-areas. Sigil was nifty too, but smaller. DESIGN A QUEST. This can be a general, high-level storyboarding kind of thing if particular racial/political/religious/etc. details aren't yet in place, but I've always thought that'd be neat. I was going off LordCrash's list above, but those are better for backer rewards than stretch rewards (where stretch funds should go to the game), and Justin Bell convinced me not to ask for an orchestral soundtrack... Honestly can't think of much else. I'm more conservative--feature creep and bloated stuff scare me in SLDC.
-
I'm curious how things spike by update--the problem with the localization bit is that many were waiting for Paypal, and that information is something Obsidian has to manually update on their site...
-
How many foes would you like to face?
Ieo replied to Klaleara's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Indeed, and my problem with 'horde' enemies is that it usually follows from a simplified worldview of mindless good/evil, which doesn't fit with the more complex world I imagine PE to be--will there be a "demonic" or "demon spawn" race of significant number? I hope to heck not. Lord of the Rings: goblins and orcs. Dragon Age: darkspawn. D&D: all manner of 'evil' things. Blah blah blah. In narrative, a large battle such as forcing your way through a well-organized bandit stronghold might work better, or defending a small village against a coordinated attack (more coordination than a pile of orcs and goblins, at least). Perhaps there will be plenty of 'horde' combat in the mega dungeon with undead, for example, but I'd rather such things be very rare in the 'open world'. Unless PE has some kind of "soulless husk infestation" plotline going. (Ehhhhh.....) -
A minimal portrait or a name tag that's typographically set apart would be fine with me (and spacing between multiple dialogue options)--keep in mind that you shouldn't use solely colors to distinguish things since a substantial population are color-blind.
- 13 replies
-
- 2
-
- Color coded
- Adjustable Font
-
(and 2 more)
Tagged with:
-
How many foes would you like to face?
Ieo replied to Klaleara's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Depends on how smart the enemy AI is and what "class variety" PE will have for enemies. (I'm assuming by 1:1 you mean 6:6.) DA:O = Boring as all bugger because the Darkspawn were boring and there were basically only three enemy classes. So they added quantity, which was still boring. BG = Enemies were still stupid but at least I had to worry about that enemy party having a dual-wield fighter, whack-a-mole thief, cleric, mage, and berzerker. Of different races (that didn't seem to matter as much, but I'd like to see it matter more). A party of six smart and diverse enemies is waaaaaay more interesting to me than 20 of the same basic thing with the same abilities. -
Ahem. I just wanted to say how cool it is that both you and your mom would be playing this. (Hi, mom!) It does give some tactical flexibility as well: PC + 4 companions + hireling to fill gap PC + all hirelings for some challenge (e.g. what can you do with a complete party of rogues?) It wasn't only Russian, it's same situation for other Eastern European countries. I really hope Obsidian does not dismiss this issue and there is some clarification on who is doing translations and/or if we'll have content available through other channels than them. My only assumption is if there's already some kind of agreement in place just by virtue of announcing in Kickstarter, judging by the wording: "And, for our Polish- and Russian-speaking fans - we are very happy to announce that distributors in Poland and Russia will be handling localization for these two languages, so we will be able to provide them without requiring a stretch goal!" ---so even if they'd like to change, they probably wouldn't be able to...
-
How about faction pack animals earned through reputation, so there's a pack critter diversity? ...Maybe one race uses pack trolls..
-
What threw me is that they don't really look the same except for the clothing. But now I see they're the same person with same hairstyle. The same face paint would've helped too. I wonder if they were by the same artist? Hm, is the monk sporting a dagger on his hip? I'm sure someone noticed that already. Interesting.
-
I'm a big Torment fan too, but that information has to come from Avellone, so we'll have to wait. In my opinion, it's riskier to talk about story and other non mechanical things because there's a very real risk of spoilers. Mechanics are safe. General world description is safe. I'm holding fast to my faith that Avellone will deliver. I'd rather they be conservative on some information, that's for sure.
- 149 replies
-
- 10
-
Paladins and Bards
Ieo replied to AlphaShard's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Considering-- and --I fully expect Obsidian to allow us to heavily specialize across a broad spectrum in any given parent class. So, a more fighter-y cleric? This I can get behind. The term was historically titular, I think, anyway. -
Visually see your characters gain in power.
Ieo replied to Failion's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Curious, exactly what CRPGs have you played? Since you decided to just project your own opinion on ALL players who play RPGs, let me set you straight as the outlier--I, as a player of RPG games, do not care for flashy badass mofo crap. I'll have more hit points, I'll hit harder, and I'll have access to high-level spells, but in the end--I and my party will be the last ones standing on a battlefield against impressive odds. Even better--as a rogue I'll have shown my power without the enemy even realizing what hit them. It's not necessarily about the finishing moves or pauldron size.- 42 replies
-
- 15
-
Hmm, well. I suppose there's plenty of room for this interpretation, since it's not like Obsidian explicitly specified "faith in WHAT": Between priests and monks (dunno about druids--always assumed they got their power through NATURE which is distinct from 'divinity'), I just realized that I didn't think about monks as opposed to priests concerning requisite divine faith because I'm very familiar with Buddhist monks (i.e. I have Buddhist relatives). What's special about Buddhism? It denies a deity. (Buddha was never and is not a deity in the classic sense.) Thus is faith not in a 'being' but of a philosophy and 'way'. So I'll have to retract my own scepticism about atheist priests.
-
Combat Stances and Styles
Ieo replied to Crusty's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Ah. Crossed definitions for 'stance'. So that's more like the 'martial art' sense, though to be clear, the "style" you're talking about for lightsaber would be parallel to a complete martial art "style" (like Praying Mantis), while the forms listed are the specific 'movement' collections. Semantically, a "style" in PE would basically just be the specializations under Fighter (or more appropriately Monk). Forms would then be the collection of skills specific to that specialization. I don't see any particular need for further granularity in that respect, especially given how much breadth of choice we're supposed to have within the base classes. -
Combat Stances and Styles
Ieo replied to Crusty's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I see them as two different things (having actually played games with stances). IMO, a style or whatever, like in the martial arts sense, should be something added through character development as a specialization and not in a "fluid toggle" space the way stances are usually implemented. -
Combat Stances and Styles
Ieo replied to Crusty's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I haven't played KotOR2 either, but this sounds very much like stances popular in MMOs. I think DA:O had something similar too. A stance in that setting basically allows/disallows certain skills or applies additional effects to skills. Examples: http://lotro-wiki.com/index.php/Stance http://www.wowwiki.com/Stance -
I was originally going to vote 'yes', but this convinced me not to; a stretch goal is better purposed for actual game dev, and the music will be great, I'm sure, even without a live orchestra. Maybe someday. Anniversary? Edit: This is also why I like seeing the Obsidian folks engaging their audience---set us straight on some expectations, etc.
- 63 replies
-
Paladins and Bards
Ieo replied to AlphaShard's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Bards might work depending on what "flexible specialization" is allowed in whatever parent class, but paladins I think are unnecessary and don't fit the PE world--isn't the primary feature alignment? But there is no alignment in PE. Paladins should fall under the "priest" umbrella since both have to do with a faith in a god. -
I see alignment, especially in DnD terms, as both a role-playing crutch and a symptom of the entire DnD universe. "Demons" and the like, all playing off the more primitive aspects of human moral folklore. As an RP crutch, it sets the basic template for character behavior. Besides being so fundamental to the DnD universe (planes of existence, etc.), I didn't like how it really tied down the classes (although that may have changed since 4ed, dunno). One of the best things about PS:T was, not merely turning around the hard-coded alignment expectations of some races (Dak'kon, Fall-from-Grace), but the fluidity of action upon alignment. There,alignment is an internal indicator--since PS:T was a very "internal" philosophical game, it made sense to use alignment this way. But I don't see too many other games emulating this kind of story necessary for that kind of mechanic. I really like rreputation instead of alignment, because that shifts the internalized RP mode of storytelling to a space that emphasizes interaction with the world at a narrative and dialogic level--that means we can absolutely expect significant, meaningful immersive interaction that gives shape to our character's "life" in the game.