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Everything posted by Piccolo
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I'm in favour of having fewer, but really long and complex dungeons... as opposed to tons of small ones everywhere. Basically, I don't want to be dipping in and out of dungeons all the time (to the point where it just feels like filler content), but when I do delve into a dungeon, it should feel like an epic journey.
- 104 replies
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- The voice of reason
- old-skool
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If character creation works similar to something like Darklands, of Daggerfall without the rolling, i'll be very happy.
- 59 replies
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- fun
- rolling-up
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DLC vs Expansion Packs
Piccolo replied to Intoxicated_Ant's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Expansion packs only please. As a general rule, I don't bother at all with DLC unless it's significant enough to be sold in it's own box in retail stores. Minor DLC is worthless to me, and can sometimes go as far as to put me off the game completely if it's released too soon after the game's release. That to me just says "we're trying to make extra money off content that could and should have been in the game on release day".- 139 replies
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- DLC
- Expansion packs
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Children
Piccolo replied to kmelt93's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Immortal children would bother me a lot less in a game like this than in something like Skyrim. Still, I really, really hate the idea of intolerant simpletons getting their way over things like this. It's just a video game.... they're just pixels. I'm not murdering a real child. Nor will the experience make me think that killing children is an acceptable thing to do.- 117 replies
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I hope that's the case. Armor should be as complex as possible with many pros and cons... not just one set being better than another. Heavy armor should slow you down, rigid armor (as opposed to something loose lie chainmail) should make you less agile, certain types should be more durable than others, certain types should offer better protection against certain types of attacks (hacks, slashes, piercing blows, crushing blows, etc. etc.)
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I don't like feeling as if i'm in zones or sections. If the map isn't just one big continuous open world, it should at least have the illusion of being one big continuous open world.
- 61 replies
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- map
- travel map
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Minigames
Piccolo replied to DAWUSS's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
'Side activities' that fit in as a natural part of the gameworld are great, as long as they're determined by your characters skills and abilities, and not so much player skill. I hate minigames that feel separate from the gameworld though. -
If I get a good 100 hours minimum out of the game, i'll be satisfied. And by that, I don't mean I expect a 100 hour-long main questline. I mean 100 hours before I get bored or feel as though i'm "done" with the game, having replayed it a few times, explored everywhere, done all the side quests at a leisurely pace, etc.
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I would really like to know the answer to this as well. The impression I got was that this was a very ambitious project aiming to produce the ultimate IE-styled CRPG, with the best aspects of all the IE games. Perhaps I bought into the initial pitch a bit too much and don't know enough about the costs of making a video game, but i'd really like to think that they're not going to set their sights or ambitions lower than the IE games in any area... whether it be the story depth of PS:T, the size of BG2, etc.
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Dragons.
Piccolo replied to Frank the bunny's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Dragons really don't do much for me at all. I generally only find them interesting when they're mentioned in lore as powerful, legendary creatures. Almost every game i've played that actually has dragons as enemies has underwhelmed me. If they are in the game though, I agree they should be rare, and also dangerous. Not pushovers like in Elder Scrolls. The one thing Skyrim did do right though as far as dragons are concerned is Paarthurnax. I really like the idea of dragons being a highly intelligent race that the player can actually communicate with on some level, rather than just being another mindless, inherently evil enemy type. -
I'm perfectly fine without animations. As long as the artstyle is good and captures my imagination a bit, text will do the rest. I'll have no problems feeling very immersed in the gameworld that's still and motionless.
- 18 replies
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- interactionimmersion
- animation
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Races - Don't stick to Tolkien
Piccolo replied to Mikey_205's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Elves and Dwarves can be done in a very unique, un-Tolkien-esque way anyway. Just look at the Dunmer and Dwemer in the Elder Scrolls series. -
Races - Don't stick to Tolkien
Piccolo replied to Mikey_205's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I'm fine with Elves and Dwarves being in the game, as long as there are other more original races as well. There's really no reason why fantasy games can't be just as original and imaginative as sci-fi games when it comes to races. Alien-looking races can fit into a fantasy setting without automatically turning it into futuristic sci-fi. -
GOG DRM FREE OPTION CONFIRMED
Piccolo replied to Monte Carlo's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Great news. GOG.com has a very strong following of classic RPG fans, so I think Obsidian definitely made the right call. -
So, realtime with pause...
Piccolo replied to catmorbid's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
The IE games had terrible combat for CRPGs. RTwP is just awful. People who say it's fine probably grew up on those games and don't know any better. I know Project Eternity is supposed to be a sort of tribute to the IE games, but Obsidian should also be aiming to go one step better and actually surpass those games. To accomplish that, they need to not only take the best aspects of the IE games, but also remove the worst aspects (like RTwP). -
Level scaling
Piccolo replied to buggeer's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
No level scaling please. I hate feeling like the gameworld all revolves around my character (everything from shop inventories to enemies). I also enjoy a sense of danger when exploring places at lower levels. I should be able to run into enemies far beyond what my character can handle. If every enemy I encounter is scaled to be beatable, then the game just becomes boring. Also, there's a simple solution to the problem of the game becoming too easy once your character becomes powerful. Make progression slower, so you don't reach such a powerful state for a very long time. We're not kids who will lose interest in the game if our characters don't become all-powerful after the first 20 hours.- 168 replies
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- level
- level scaling
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Achievements
Piccolo replied to buggeer's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Achievements are a big no-no. I like to lose myself in the world when I play an RPG... and having achievements constantly pop up when I do stuff just makes things too gamey for my liking (yes, I know it is just a game - but I don't need to be reminded of that constantly by achievements that don't fit as a natural part of the gameworld) Besides, a good RPG shouldn't need achievements to motivate the player. Completing quests or clearing dungeons shouldn't end up being a repetitive chore. -
Agreed. I hate gaudy, over the top weapons and armour in RPGs. They don't like "epic" or "super powerful"; they just look vulgar and cheesy. Also, with a bit of imagination you can come up with exotic or unusual designs that aren't over the top. Simple doesn't mean everything has to look medieval-esque.