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Everything posted by Piccolo
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I don't think they should steer away from the IE games too much. The goal should really be to create the ultimate IE-style game, taking the best aspects from all of them and improving upon some of the flaws. It's also pleasing to see them take some inspiration from other oldschool RPGs though, like Darklands. The main thing I really don't want to see are any modern RPG trends like excessive streamlining, hand-holding, cinematics, etc.
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New stretch goal?
Piccolo replied to chisled2bone's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
They could go for another I guess. I'm not sure what though. I think a better approach though might be to just let the Kickstarter run it's course now, and if the end result is significantly above 3.5m (which it will be), announce some extra content in the end of kickstarter announcement. -
Make a wish for 3.6
Piccolo replied to hideo kuze's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
That seems like a big waste of time and resources to me. We already have memorial stones for those who wish to leave a small mark on the game. -
Yes, but why is the journey (as indicated by quantum of donations) stopping just shy of the castle? If we follow your line of reasoning, then the journey to the castle should end at 3.5m. I'm not saying they're not planning to go beyond 3.5m - perhaps even adding one final stretch goal - I just don't think the castle was intended at all to reflect ideas for an additional in-game feature.
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Post KS Stretch Goals
Piccolo replied to cealicu_ca's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I would prefer it if they just put any additional funds they receive after the Kickstarter towards more general stuff, like upping the scale of everything (gameworld, quests, dialogue, lore), rather than feel pressured to come up with new and exciting features every week as stretch goals. -
Any chance someone on Reddit could ask whether we'll be seeing any more artwork like the dwarf ranger before the Kickstarter comes to an end? Also, a name of the artist would be nice, as I haven't seen this mentioned yet. There's a lot of discussion going on at the moment about various portrait artists... but I really don't think we've seen enough from whoever did that piece.
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Make a wish for 3.6
Piccolo replied to hideo kuze's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
3.6 million - Another race I'm completely satisfied with the number of companions and classes. -
Length of the Game
Piccolo replied to firstarioch's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
With the difficulty modes they added, along with the Adventurer's Hall, I expect replay value to be fairly high... so whatever the length of the game, i'm optimistic about getting 100hrs+ enjoyment from it. -
If the choice is between a money sink and having companions in the Adventurer's Hall somehow scaled to your level, I think i'd much rather have a money sink. Also, I disagree that having a location called the Adventurer's Hall sounds too artificial. In a world of fantasy and adventure, I think it's perfectly plausible.
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Help me decide to back this project
Piccolo replied to Kamos's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I share most of the OP's concerns. Crafting in particular is something I kind of wished they would have left out. It's always something fans are going to ask for just because it seems like a cool feature, but honestly, I think it's a waste of time that often detracts from an RPG experience more than it adds to it. I hope such signs are going to be very subtle, and not always present. Certainly nothing that detracts from the believablity of the gameworld or holds the player's hand too much. I actually like it in RPGs when I can occasionally encounter enemies far beyond my character's own abilities by chance - not necessarily because i've deliberately ignored warnings and ran off into a dangerous area. That might seem punitive or harsh by modern game standards, but I really don't feel as though I need to win every single encounter. Sometimes, running away should be the best option, especially at lower levels. Of course, escape shouldn't always be possible and a character's movement and evasive skills should be a factor, not just how quickly the player can react. That's one of reasons why I prefer turn-based combat to real-time. Fleeing feels like a more natural and viable option with less interference from player skill/reactions and lock-on AI. -
I would imagine lot of the standard dialogue options will be fairly intelligent sounding anyway, so there's probably not much need for them to go to the trouble to make special options, as is the case with low intelligence. Unless of course you wish to roleplay a pretentious character who deliberately uses as many big words as possible in a sentence to seem intelligent.
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How should the UI look?
Piccolo replied to Rostere's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I quite like the visual style of the UI in King's Bounty: The Legend. It's fairly solid looking, but not as intrusive or ugly as something like BG: The portraits would obviously be a little less cartoony, and of course, PE is a very different kind of game, so in terms of functionality it would need to be different with a lot more options. But just in terms of visual style... -
How should the UI look?
Piccolo replied to Rostere's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I don't get why everyone loves the DA:O UI so much. It really reminds me of World of Warcraft, only with less things to click. Practicality aside, I think it's the wrong look for this game. Something more oldschool would work better.