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Treantsin

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About Treantsin

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    (1) Prestidigitator

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  • Location
    Newfoundland
  • PSN Online ID
    Far-Der
  • Interests
    Books.
    Games.
    Trees.

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  1. I think it is just a prologue weapon, an early and weak gun, rather than anything worthwhile. I'm holding onto it for nostalgia and for giggles, but I think it is safe to sell it.
  2. Original folksong, as has been done with Leliana's Song in DA:O, and of course, Paragon of Drinking, and anything Bard's Tale, are damn good ideas. They can make the game doubly memorable. But it might be a touch unecessary, depending on the tone of the game. P:T did well enough without all too much of this specialty instrumentation, to my knowledge.
  3. This would be nice, so long as we're given a period of time after learning of the quest, rather than a period of time after the start of the game, for the odd side-quest. Or a post game to finish off non-timed quests.
  4. Magic as extension of the soul... Cooldown could make sense, but sectionning off a soul for the day, to be disolved at a point of use, as per Vancian, seems weird. Maybe if Magic got weaker with each use of a given spell set before rest?
  5. Better to have a weapon be better than another due to its' own technical abilities, (say speed of a dagger beats hammer swingspeed, but is weaker than such), rather than a mechanical bonus of plus 2 versus daggers to a given weapon. Same as most other newfangled systems, I guess. Swords are overused, I agree. Gimme whips and spears any old day. Do like the idea of melee combat with a bow, by the by. Maybe a... prestige class. Or transorming weapons? And maybe some bo-kata sort of deal.
  6. The dyeing of clothing? pfft -- Or a new game plus? With expanded dialogue therein? That totally has a place in Role-Playing Games.
  7. Come on, b'yes. Czechs play video games too! All fifteen million of us!
  8. I do not want Mr. or Mrs. Daddy Issues to love me because I solve their Daddy Issues. I want to love a character through their "character defining maladie" (looking at you: Carth, Bastila, Thane, Miranda, Annah, Morrigan) * and see them enjoying my company, and have me able to enjoy theirs, with no one 'right option' in starting and continuing a romance with them. Like with Lily in Kawata Shoujo, for example. Yes, she was blind. No, this could not be solved through my character's pen*s. Yes, my character and her flirted occasionally over slice of life matters, and over issues brought u
  9. I'd enjoy a run through hell to get back to my body, if such a thing is possible. After a point, and up to one as well, come to think of it. Something to make quicksaving pointless, save for replays.
  10. If we have Arcanum levels of Backstory generation, then we really don't need sub-races so much as skin tones and portraits. I would like to see some non-humanoid races, if only as an NPC, or Companion. Something able to wear parts of the common armor get up, but require special parts. Say, Half Slug people. Elephant Handed Halidonians. Bat Winged, armless humanoids. But less terrestrial and mish-mashed? And less drawn from a hat at random? Trusting you lot, and your godliness, either way.
  11. If we tie a specific craft(ing skill) to a specific character, then min-maxing will lead us to ignore other such set ups over the course of several playthroughs, and eventually for most future players. Like, say, in Morrowind, when you ignored everything until you got the Chameleon Ring, because someone said so. (Not that I'm angry, but I loved Morrowind the tiniest fraction less for memorizing exploits, as such.) Then comes the issue of making the craft feel special. It's done well in situations where there's limited crafting options, such as Skyrim, but only because (Alchemy affected
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