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Everything posted by Infinitron
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Too combat-focused?
Infinitron replied to Ieldra's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
i believe that you're categorizing in a differnt way than i would. ultimately, if class abilities are only usable in combat, then that only fits in one of the three categories of the "holy trinity" as Monte Carlo put it. The current division is between combat-focused abilities and non-combat-focused abilities, whatever their names are. Non-combat skills have uses outside of combat and can offer interesting gamplay outside of combat. Distinguishing classes in categories outside of those that are primarily combat, would be more fun to play, I believe. Lore, mechanics, survival, etc do not all have direct combat applications. Class abilities may (or may not, I'm not sure). Yeah, I'm talking about adding "class abilities" that are also useful outside of combat. Of course, many of them would be things that affect dialogue, and so we're back to the original problem - Obsidian don't want to add lots of class-specific stuff in dialogue. But the thing is, it would be easier for them to add more class-specific stuff in dialogue than it would be to add new skills. So it sounds like you're asking them to do more work to compensate for the absence of something that would require less work. That's...not likely to happen. -
PoE at GDC 2014?
Infinitron replied to Merlkir's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
WoW clones are dying. F2P tank games are alive and well. -
Too combat-focused?
Infinitron replied to Ieldra's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Hormalakh: Why do these "class-specific skills" even need to be skills at all? If you want your classes to feel unique than just give them more unique class abilities. The skills can remain universal, as they are in all RPGs. The IE games weren't skill-based RPGs and it's okay for an RPG inspired by them to have a relatively minor/"neutered" skill system. -
Paladins and stats
Infinitron replied to Judicator's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Games aren't real life. -
https://torment.uservoice.com/forums/197950-game-ideas/suggestions/5584076-co-operate-with-pillars-of-eternity-in-allowing-sh#/
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Adam at Work
Infinitron replied to Adam Brennecke's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Obsidian's in-house engine has been abandoned: http://www.gamebanshee.com/news/111519-feargus-urquhart-talks-future-of-the-industry-and-obsidian-at-kri-2013.html -
http://jesawyer.tumblr.com/post/77541947335/what-are-some-cliched-rpg-or-d-d-tropes-you-are truewarriorpoet asked: What are some cliched rpg or d&d tropes you are personally tired of seeing, and how do you plan on creating your own vision in PoE so it introduces familiar but unique twists on them? (he doesn't actually answer that question)
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No romances confirmed
Infinitron replied to C2B's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Sorry, I was faster than you: http://forums.obsidian.net/topic/65108-confirmed-no-romances-in-pillars-of-eternity/ -
No romances confirmed
Infinitron replied to C2B's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
http://www.eurogamer.net/articles/2014-02-10-pillars-of-eternity-interview-off-cuts- 562 replies
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http://jesawyer.tumblr.com/post/76165227151/do-you-think-it-is-important-for-attributes-to-allow silkvalley asked: Do you think it is important for attributes to allow certain archetypes? For example, a clumsy and physically weak wizard, yet she deals tons of damage with her spells. The priest who's outstandingly accurate with his spells, but is not a master in sleight of hand and pickpocketing (Dexterity). Similarly, should increasing the damage he deals with spells (via attribute) also increase the number of items he can carry?
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I think they added an FR region to DDO as well.
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In general, PnP license holders are remarkably clueless about video games. Even what TDE is doing is a crude shotgun approach - throw the license at a bunch of developers, see what sticks. It would do a LOT for D&D's brand awareness if there was a D&D videogame released annually, but somehow they don't understand that.
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OP, that's not what "cool down" means. I think your real complaint is that there are just too many abilities; their method of refreshing has nothing to do with it. I also find your assumption that they considered spell components strange. Why would they consider that? It deviates more from the IE style of gameplay then what they're doing now.
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I don't think this is how it worked out. Yes, it was often very smart to leave your wizards/spellcasters back from the fray. A large part of that is because they had no need to get close to the action. They could rain down death at range. Putting them close to the front line was unnecessary for them to be effective and made protecting them more difficult/a distraction. In PoE, the fights are designed for all characters to participate. As always, you should be prudent about how you involve them. In the early game, you will have a smaller party (whether through companions or player-made adventurers) and fights will be balanced around having a smaller party. Even so, whatever the characters' classes are, the fights are balanced for their collective participation. Thanks for replying to my posts, Josh. As to how it worked out, I wouldn't say that wizards always "rained down death at range" because in the fights I'm talking about, using their spells would have been a waste. And sling stones are hardly raining death. Now I'm just one guy, but I did often find in the IE games that only a few characters in my party were responsible for most of the party's kills - and it wasn't because the other characters were weakening the enemies first. That happened because for most of the games' fights, I didn't really need those other party members.
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New Kickstarter incoming
Infinitron replied to C2B's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Shouldn't this thread be moved out of the Pillars of Eternity forums? -
Uh, aren't those two things the same? But yeah, that's what I mean. What I'm kind of worried about here is that Josh is designing a game with all of these active abilities for non-spellcasting classes, and when the game gets to beta-testing there'll be lots of complaints about all the "ability spam" in the game and how it's un-Infinity Engine-like (which is true!). Following that, those abilities will be made optional, basically existing in the game only for people who want to click an awesome button and see their characters do a cool animation once in a while. Yeah, that's an extreme scenario, but I just don't know what Josh's intentions are here. On the one hand, he says that he's designing Fighters for "mostly passive use" but on the other hand, he IS giving them all these abilities, so, are they really necessary or are they just for show? I just don't know.