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Everything posted by Suen
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A lesson from the old Infinity Engine games and Bethesda: the players can be much more forgiving when it comes to bugs and glitches if you give them access to a tool that allows them to fix the problem immediately or to create a workaround. Let's face it, no matter how good you are, **** happens, and you can't make everyone happy. Sometimes the game eats a quest item, a door refuses to open, a dialogue flag is not correctly registered, sometimes a monster becomes impossible to kill, sometimes the player is unhappy with something and just want to retouch his character without restarting the game. Sometimes you want to untether your ****ing co-op game... or just want to have fun tinkering with the game. So, if possible, please don't make the console too hard to reach and to use.
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Update #56: Paladins and Wild Orlans
Suen replied to Darren Monahan's topic in Pillars of Eternity: Announcements & News
Ah, this is interesting. Is a paladin a real Lawful Good? I don't think so. To strictly adhere to his/her beliefs a paladin can act against human laws and moral. Glad Eternity is alignment free.- 200 replies
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Update #56: Paladins and Wild Orlans
Suen replied to Darren Monahan's topic in Pillars of Eternity: Announcements & News
Stupid Evil is worse than Lawful Stupid. Villains too often lack the sense of self preservation. Stick in the Butt paladins are not always Lawful Stupid. In a world where gods are real and real ****, a Stick in the Butt paladin could be someone actually playing his/her class right. https://www.youtube.com/watch?v=10KObAQFmlY- 200 replies
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Update #56: Paladins and Wild Orlans
Suen replied to Darren Monahan's topic in Pillars of Eternity: Announcements & News
I did read it several times, still that "won't" managed to fly over my head.- 200 replies
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Update #56: Paladins and Wild Orlans
Suen replied to Darren Monahan's topic in Pillars of Eternity: Announcements & News
Now I'm afraid that a paladin could be replaced by a street lamp. Or a scabbard of blessing. Or a familiar. Or a low level D&D mage that after casting a spell stands around looking at the sky or pretending to hit things. I do not expect everyone in the party to be a killing machine, and I'm not against a buffer/squishy standing back. But I hope that no one in my group will become completely forgettable and ineffectual after casting a single buff.- 200 replies
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Update #56: Paladins and Wild Orlans
Suen replied to Darren Monahan's topic in Pillars of Eternity: Announcements & News
Taunt? A tank can force the enemies to change target.- 200 replies
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Update #56: Paladins and Wild Orlans
Suen replied to Darren Monahan's topic in Pillars of Eternity: Announcements & News
Orlans: They look amazing and not Ewoks. Thank you. Paladins: I love your paladins. I see a Paladin as a Champion of some ideal. Good or evil, doesn't matter. A fervent believer. However, it's not the power of a divinity to fire him/her up, it's the power itself inside the paladin to force him to be extreme in his faith. So the power will not abandon a disillusioned Paladin, but faith related abilities will become unusable, as the soul's power will not allow itself to be molded by that belief anymore, or will refuse to tap into it. This to suggest: -the faith of the Paladin should influence some of his/her abilities -different faiths, different bonus (no game breaking) -if the Player is roleplaying a Paladin falling from grace (so to speak), the game should react to the change in attitude changing the powers. -the aura surrounding a paladin could also influence the reactions of the people/NPCs around, according to how perceptive they are and how strong/similar/different their faith is. Keep some of the paladin aura effects a half-secret. The player doesn't need to hear "oh! this guy reaction is -10 thanks to your aura". Players can connect the dots.- 200 replies
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Nice update Rob, quite interesting. Dimitri, I feel for you. On the UI: I really don't like cumbersome interfaces. Someone suggested to hide the UI. Not a viable option. I need the UI, and it's annoying having to switch it on/off any few seconds. Because that is what I would do, as I could not stand not seeing the basic stats of my party. Please: -allow to set the background transparency. Or to use a different theme. Like "glass with silver borders".
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Nooo, is so much fun seeing Arcanum murdering him again and again xD. Eh, maybe someone should do a "Let's Read the F*ing Arcanum Manual" video for Chris.
- 60 replies
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Update #41: D&D: Dwarves and Doors
Suen replied to The Guildmaster's topic in Pillars of Eternity: Announcements & News
Pathfinding: I'd like a toggable option to temporary stop the group from walking through doors closed but not unlocked. Or, at least, a "lock" skill for the thief. Or the ability to define a path (boring) point by point. The scenario I wish to avoid: I scout an area with my thief. I enter "sneak" mode, disarm the traps, I unlock and open each door, take a peek inside and close the door. Then I walk back to my group, and we proceed. I click a point further away in the corridor. Now, the corridor run along three sides of a room with two opposite doors, and full of guards I want to avoid. My group waltz into the room as that is shortest way to the other side.- 143 replies
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Chris Avellone Plays Arcanum
Suen replied to Adam Brennecke's topic in Pillars of Eternity: Announcements & News
I favor the blog entry but as long as it doesn't detract from Chris experience any format is fine for me. Just enjoy the game.- 112 replies
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Magic and the Economy
Suen replied to Tagaziel's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Magic is usually described as hard to control and master, in other words it lacks stability. Bad for mass production. An archmage wouldn't pass his days in a factory to keep gears in motion. An idiot savant, maybe, but could be dangerous. A magic token releasing energy could be too expensive and instable for common folks to use it. In PE magic is linked to the power of the souls. Factory work is already soul draining, in a world where you soul is literally fuel, it sounds like suicide. Using zombies could be a more effective method, but I'm not sure they could be up to the task, and way too questionable. -
Relationship/Romance Thread IV
Suen replied to Tigranes's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Essentially I want the relationships, romantic or not, evolve in a logical way. Based on the actions of the player the companions stance should change, they should develop affection, admiration, loyalty, hatred, jealousy... In the specific case of romantic relationship, if a companion can fall in love, well, that should be a possibility, but not the only one. (Exception: an "adoring fan" already in love with the protagonist.) Let's say that companion A is attracted by black haired, tall people. Your character is a blond dwarf. You can still catch the interest of companion A if you show certain personality traits: force of will, courage, love for cats. However, you are a spineless coward, and on top of that you kicked a cat. Romance should not happen. The companion could send you "for error" in a rats infested cave, but romance? nope. And I'd rather do without the relationships being presented as a mini game. I want to be surprised by my companions reactions, and dealing with them should not break immersion. I don't want my decisions be influenced by how many points with Companion A a certain answer can give me, or by the look of a friendship bar. -
Imo, sleep off should help, unless you are so sick you can't sleep at all, but threating wounds/diseases should be a separate action.Magic healing... without knowledge of how the human body and diseases work, healers shouldn't be able to just wish the bacteria away. Maybe the soul energy can only strengthen the metabolism.
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A Beta can be like the full game, playable from the begin to end, just not as stable. A beta tester should hunt for bugs, graphic glitches, broken quests, hardware & drivers issues, programs compatibility, test the game balance, then report to the developers. But from the content of this thread it seems that many donors are actually thinking that they will get to play a huge demo. And they could be right. It's up to Obsidian.
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I'm for the tags. They are useful to understand the inflexion. And I also find satisfying to know I'm using a skill I invested points in. What I dislike: -visible % of success or failure of a [skill]. -[skill] options are always the right choice But I believe Obsidian already confirmed this is not going to happen in PE? Can't remember the source. Choosing the [skill] option without reading the dialogue or paying attention could lead you to say the wrong thing for that situation or the skill could maybe help deepen the conversation, but not to obtain the information you need.
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Please no more "go here" quest markers!
Suen replied to Cultist's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Toggable quest markers at any difficulty level. I want to try to find the destinations by myself. But if I can't, I like a quest compass better than a walk-through full of spoilers or interactive internet maps. I had enough of those with Morrowind, thank you very much. At least I can disable the quest marker after getting the general direction. After looking at the solution on internet, there is nothing left to discover. -
Uh?! You keep using that word. I do not think it means what you think it means.
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Ambient sound matter. I'm playing right now a game where the background noise essentially is the sound of an hairdryer. Strange as this may sound, that makes the game look more ugly. Maybe the reason is that breaks immersion?
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As every cat owner know, leave an empty box around a cat, and that box will become a fort. Hence, cats should rule the stronghold.