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Everything posted by Infinitron
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With the introduction of Affliction Immunities and resulting worries about game balance, I decided to ask Josh Sawyer whether the game couldn't use more fine-grained distinctions: http://jesawyer.tumblr.com/post/132635241171/idea-split-the-prone-status-effect-into-two Interesting, but it seems he didn't quite get what I was aiming at, so I clarified: http://jesawyer.tumblr.com/post/132730091931/the-difference-between-something-like-slicken-and Keyword system? What the heck is that? Have we just learned about an upcoming new feature?
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A query on combat gameplay
Infinitron replied to Sensuki's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
By "engagement breaker", I don't mean a character who can walk out of an active engagement without getting hit by the disengagement attack. I mean a character who has abilities that allow him to outright remove engagement, both from himself and from others. Are you saying that you're okay with Knock Down being per-engagement, then? -
A query on combat gameplay
Infinitron replied to Sensuki's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Acknowledgement from who, the developers? If I was a developer, I would probably want you play the game as it is now, first. These crowd-control abilties, should they be per-encounter? They seem like the kind of thing you'd want to use often. But if you want to use active abilities to do "movementy" stuff, well, there are plenty of abilities you can use to break yourself out of an engagement. Building characters as dedicated "engagement breakers" is a role that the "hardcore" players don't seem to have experimented with much. Instead it seems they'd rather try to micro-manage movement and formations perfectly so that they never have to. -
Originally, the stash was meant to serve as a "strategic inventory" while the smaller character inventories would be "tactical inventories". You'd have to swap items in and out of your stash at rest spots and prioritize your personal inventory items judiciously. In the end, though, the game ended up not emphasizing item use enough to make that really work, so they just made the stash a regular shared party inventory by default and hoped nobody would care. And what do you know, few people did. From that we can learn that inventory management is probably largely redundant in any RPG of this type that doesn't emphasize frequent use of a wide assortment of inventory items.
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Why Pistol is two hand?
Infinitron replied to djphong's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
The 16th century also didn't have rifles. This is The Three Musketeers, not The Last Samurai. You know, aweigh, I'm beginning to think you aren't being sincere about liking this game. -
Why Pistol is two hand?
Infinitron replied to djphong's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
The cloak/amulet thing is possibly a legitimate gripe I think. It seems like there way more cloaks and amulets in the game then there are other item types, which makes it look like they were designed to be separate. You get to the end of the game with only a handful of belts or boots in your stash but entire rows of cloaks and amulets. -
Why Pistol is two hand?
Infinitron replied to djphong's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Actually, it's probably primarily for technical reasons. -
Vampire: The Masquerade made by Obsidian?
Infinitron replied to D3vN0ll's topic in Computer and Console
Hey Josh, it turns out people are expecting you to make all the Obsidian games now. Are you up to it? -
Brandon: Squashing bugs and "finishing up"? Does that mean it's coming out soon, as in this year?
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Pillars of balancing
Infinitron replied to brindle88's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I'm of two minds regarding PoE's crafting system. For me, personally, it's not much use for a first playthrough, where I intentionally want to plumb the game of all of its "naturally occurring" magical items and make use of as many of them as I can. So all it means is in a bunch of places, sometimes after defeating a difficult encounter in a dungeon sideroom, I'm getting crafting ingredients I don't care about instead of something else. Not that the IE games had any shortage of vendor loot, of course, but at least those didn't tease you with a use you didn't really care about. But, at the same time I can also see how crafting is a great mechanic for second playthrough build gimmickry. Want to make a point blank "fireball suicide bomber" build who's maximally immune to fire? Craft fire resistance into all of his stuff. There can never be enough naturally occurring fire resistant uniques in the game to accommodate that sort of thing. And of course, I can't discount the possibility of people who want to do that kind of thing even on their first playthrough. -
PoE sells 500K units
Infinitron replied to Eisenheinrich's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
The sequel remark sounds like conjecture to me.