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Everything posted by Piccolo
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Update #28: What We're Up To
Piccolo replied to Adam Brennecke's topic in Pillars of Eternity: Announcements & News
Of course. There should be no easy way to get good equipment early. There's scavenging and then there's powergaming. It's the latter I have a problem with, and letting players carry whatever the hell they want encourages the latter.- 189 replies
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- Project Eternity
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If Project Eternity was turn-based...?
Piccolo replied to Hellfell's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I prefer turn-based. I don't think i'd want them to switch though. They seem very confident about producing a good RTwP combat system. If they changed to turn-based just because of some fan feedback, I would be very conerned for the game. -
Update #28: What We're Up To
Piccolo replied to Adam Brennecke's topic in Pillars of Eternity: Announcements & News
Please no. I hate this mentality where players feel they have to pick up and sell every last scrap of loot they find. It's just as bad as grinding out kills for XP. I'm in favour of limited inventories and actually having to think and make choices when it comes to what you carry.- 189 replies
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Update #28: What We're Up To
Piccolo replied to Adam Brennecke's topic in Pillars of Eternity: Announcements & News
Not the most exciting update, but still good to know what's going on. Edit: I still see the old 13-level dungeon artwork also.- 189 replies
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I like choosing some background options when creating my character. Leaving it completely blank and up to my imagination is sometimes fine, but it's nice feeling that your character's background has some bearing on the game. I really don't like having a well-established, detailed background imposed upon my character though, even if it does benefit the storyline.
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No thanks. I don't want this turning into Might & Magic. There are tons of weird and unusual monsters in Medieval folklore which would probably be much better suited to the setting. Besides, while creature variety is often important in games, I really don't want many monsters in Project Eternity at all. I hate it in games when monsters are overused as bosses at the end of a battle/quest/dungeon. I'd much rather have mostly human/humanoid enemies, with monsters being extremely rare to encounter in the world. Encountering one should trigger a sense of wonder and discovery, not just "oh look, another big bad boss to kill".
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No fetch quests
Piccolo replied to Catharsis's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
As others have said, there's absolutely nothing wrong with fetching / killing being the 'bone' of a lot of quests. It's only when the developers don't add any meat to the bone that such quests become really tedious. -
Whenever I see an arachnophobia topic on the internet, it always amazes me how many people just don't get it. Typical comments the OP can expect like "Most spiders are harmles, get over it" or "It's just a game" miss the point completely. Phobias are often completely irrational (with the sufferer being aware of this) and often extend to imagery. This separates them from rational fears like a fear of dying, or being afraid of a dangerous animal, which don't typically intrude on a person's day-to-day life very much at all. Perhaps people who don't actually suffer from a genuine phobia are simply incapable of understanding. To them, it must seem silly and extremely trivial.
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I suffer from pretty bad arachnophobia, but even I agree that the developers shouldn't feel constrained or obliged to avoid using certain content; especially if they have some brilliant idea for incorporating spiders into the gameworld. That said, if they don't have any brilliant ideas for spiders and they're just going to be thrown into the game as a generic enemy that adds nothing to the game at all, I think it's perfectly reasonable for the developers to take arachnophobia into consideration when deciding if there's anything better they can come up with. Basically, arachnophobia should be a small consideration, but never one that gets in the way of good design ideas.
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Gameplay or Story?
Piccolo replied to Sensuki's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
What is an adventure game without story? It's even more important there than in an RPG. adventures got linear story and its very easy to make one. Its rpg where you need to battle making nonlinear story without making separate game for each option. Wrong. There are plenty of RPGs old and new with very little or no storyline at all. examples? A lot of the oldschool RPGs from the 80s / early 90s were essentially dungeon crawlers, with very little or no emphasis on storyline at all. If you want a more recent example though, Mount & Blade has no main storyline whatsoever, and is unquestionably an RPG. -
Gameplay or Story?
Piccolo replied to Sensuki's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Wrong. There are plenty of RPGs old and new with very little or no storyline at all. Story is neither an essential or a defining feature of an RPG. It's just something that can enhance the experience greatly, when done well. If anything, I consider interactive storylines and dialogue trees to be more defining features of adventure games than RPGs. The main defining feature of an RPG that separates it from adventure games or action-adventure games is the use of numeric rules / mechanics to allow for character development and progression. -
What's wrong with the concept art? Looks fine to me.
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Is $4M enough?
Piccolo replied to Eternitude's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Modern, heavily consolized FPS games like COD and Halo suck... but so do most retro FPS games from the 90s. Tactical / simulation style shooters like Operation Flashpoint: Cold War Crisis and Arma 2 are the pinnacle of online FPS gaming, while FPS/RPG hybrids like Deus Ex and System Shock 2 are the pinnacle of single-player FPS gaming. -
Gameplay or Story?
Piccolo replied to Sensuki's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Gameplay. To me, a good storyline simply enchances the experience. It's not the sole reason i'll play a game, nor is it a requirement. Besides, if I really want to enjoy a great story, i'll go read a book. Even the very best video game storylines can't come close to competing with that. I think in games (particularly fantasy games) I actually appreciate detailed lore / world history more than a main storyline anyway. Stuff that really makes the gameworld seem rich and alive. -
It's funny really. "Oldschool" gamers always give younger gamers a hard time for caring so much about graphics, yet a lot would have probably dropped their pledges if PE didn't look pretty. The idea that fans of isometric RPGs don't care about graphics is silly. They're just as superficial... only they're just used to a different perspective. The issue with the boobplate armor was a little different I guess, because that's not just an issue of visual preference.
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"we decided that it made more sense to kill it and come back with something stronger." ...Wise decision. I'm a little disappointed, because I actually really liked the sound of the game once they told us more about it besides it being "really oldschool". That opening pitch completely crippled the campaign though, along with bad timing.
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Ooh, I like the sound of this.
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Exploring in Project: Eternity
Piccolo replied to phimseto's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Agreed, and I think this is what the devs are going for.