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HangedMan

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Posts posted by HangedMan

  1. So, Pillars of Eternity II is up for pre-order on Steam, and I was combing through it. I found this picture on the pre-order page; I don't believe the code has been added yet, but if it's a repeat, sorry about that.

     

    Edit: never mind. I jumped the gun, and got way too excited. It's one of the earlier codes, and I just wasn't reading it right.

    post-42325-0-74489200-1524835492_thumb.jpg

  2. I think the first poster CAN make the conversions but just find it really annoying to have to do it every time.

    So do I, honestly. :(

     

    I'm still gonna do it though, because I hadn't realized until I read this thread that those were PoE recipes (I thought it was just Tim's personal recipes). So, can I make Darkest Rauatai coo... OHMYGOD YES I CAN LET'S LIGHT THIS OVEN RIGHT NOW

    Make the cookies. By Magran, I hope you made those cookies. If anything has inspired faith in me, it is those delectables.

  3. 1. A soulknife subclass for ciphers using a modal ability similar to the Reaping Knives power from Pillars 1 with partially resettable enchantment options and unique powers to temporarily boost its damage/features at the cost of being unable to bind with soulbound weapons.

     

    2. Unique dialogue options based on low intellect/intoxication/current injuries.

     

     

    3. Concelhaut's skull as a recruitable NPC.

     

    I love all three of these, especially number 1; soulknife is my favorite class. Also, killing someone with a weapon formed of your intent to kill them is the best kind of... recursion? Is that recursion?  What word can we use there?

     

    a sofa in my office

    I support you getting a sofa in your office. We must support the artists.

     

    Not actually a crazy idea, but being able to select a faith (including none at all).  So you can choose to be Eothasian even if you're not a priest to heighten your bro-force with Eder.

    I like it, it's a small touch, but the small touches are important.  It could even come up with a few dialogue choices down the line. "Now, I'm not a man of the cloth, but Magran would want us to... SHOOT THEM![initiate ambush battle]"

     

     

    A vessel vessel.

     

    Got it ? Got it ?

    A ship with a soul ! 

    That could actually windup being in the game, as we may get a ship stronghold this time around.

     

    I want to talk to my ship and not be crazy.  Kind of like how I could talk to my fortress in PoE1 and not be crazy.

     

    An intelligent, sentient weapon that is a full companion. With thoughts, desires, goals, conversations, much to say, a quest line of their own, a narrative arc, etc.

     

    That could be fun, but I feel like it would be difficult for it to be implemented; would you want to see it as an actual item that someone wields, as a character with a class level, etc.?

    One dedicated quest per character background if origin is Deadfire. A quest for escaped slaves, a quest for former laborers, etc.

    This sounds like fun on paper, but then it's not fair if you decide to take a non-Deadfire origin; what would those people get?

  4. I'm not really a fan of pre-buffing, though I can understand why some people want it; and if they did implement pre-buffing, I would want the game balanced with the assumption that buffs are NOT used. In this way, people can, in their own way, set the difficulty of encounters. Try an encounter on its own; get wiped out? Try it again buffed out!

     

    But I would like to see utility spells. I like the idea of, if I have a naturally stealthy character; why not give him a little 'performance enhancement' courtesy of the wizard, or even the priest? Of course, that's one less spell slot I'll have for when the fighting breaks out, but that's how choices and consequences work.

    • Like 2
  5. In regards to including that stuff - if you did want to, the simple solution is to have a part of two of the game where somebody has decked out all their guards in utterly impractical ceremonial stuff because the guards are there to look impressive rather than be actual legitimate defenses. It'd of course be statted out to an appropriate level of uselessness, but that way you let people use and wear stupid things and let natural selection run its course...

    I like this.

     

    I mean, if some company made 17 different beverages that all tasted the same, no one would say "You're being FLAVORIST!". People would just say "Wow, you've got a pretty narrow design scope for your product. I'll look elsewhere, thanks."

     

    I'm saving this.

  6. That would be really interesting, although I think it might imply fragmentation of the PC's soul... or maybe the existence of soulmates. It would sort of be refreshing to see the idea of a "soul mate" just being a good friend or even somewhat of an adversary. Remove the sparkliness off of the term. XD

     

    It might also be interesting if they're... did they say the word was... "awakened"? Where you remember your past lives? It would be interesting if they remember "you", or your soul. Or something happens that makes them remember you or you remember them. I know it could open up a slew of dialogue responses for the PC that could prove to be entertaining. Although... maybe an NPC that isn't a companion recognizing you/your soul would be the better option, so that the narrative doesn't clearly favor one companion over the other, no matter what relationships are available.

     

    Overall, though, I think it's an interesting concept that opens up a lot of roleplaying opportunities and potentially interesting combat options. But I think it would have to be carefully executed.

    I like it for this idea alone; you could do a lot with this. Maybe a leading conversation where you can flesh out, for instance, some of your past lives, which may affect this npc's relationship with you, or with other party members. Maybe even the dialogue tree could unlock a certain skill, or grant some kind of bonus (or even just remove a handicap you might have for whatever reason).

    • Like 1
  7. Cross, from the Playstation 1 game Kartia: Word of Fate. He was technically a villain, but I'd call him some type of anti-villain. He was obsessed with training himself to perfection, and only served on the side of the bad guys because it gave him access, not only to forbidden knowledge, but some high level challenges.

     

    I like the idea of someone who isn't necessarily bad, just opposed to you, and who constantly challenges you because overcoming you will allow them to become better; the kind of person who wants to truly reach the peak and pinnacle that they are capable of, who is motivated not necessarily out of greed or a desire to use that power to get what he wants, but more-so curiosity.

  8. It might depend on how they display the inventory. With a grid system, tabs might make less sense. But they could always do a combination: a grid tab for inventory placement, then item-type tabs for displaying item properties.

    I like this idea. Especially the part about displaying item properties; it would be nice at a glance to see what the damage, for instance, of all my weapons are, or how much armor each piece of armor has, just at a glance; being able to compare things by just following the numbers down columns.

  9. I would like for the option of a Throat Slit, which is exactly what it sounds like. Sneaky sneaky, get up behind someone... grab them around the head, hand over mouth, draw knife across throat, let them spray their blood all over the place before dropping the corpse like a sack of bricks.

    I'd like to see a non-combat assassination feat. Using this a rogue (maybe some other classes too) could set up a situation and kill someone without it being traced back to them in a public (or at least not entirely private) situation - with the means of killing someone being entirely situational (poison in the drink, discretely fired dart with a fatal allergen on, etc.). This to me is preferable to a backstab, which is in a way a means to assassinate people but being combat orientated, and not really realistic; who could find a perfect spot on someone's back and keep their composure to deliver a killing blow every time - regardless of armour of any other factors? To me it's a nonsensical throwback.

    Somebody trained to do exactly that. I mean, how can people keep their composure when they're killing multiple people in a short amount of time? Same thing, people who've trained to do it. Enough training, especially of the hands on variety, can make anything easy.

     

    Then again, you do bring up a good point about armor. I think stuff like steel gorgets should stop my proposed Throat Slit, for instance. Maybe armor should offer varying degrees of sneak attack defense/protection? Or make sneak attacks do a lot more damage, but still subject to damage reduction from armor.

  10. Im all for it. Dungeons should be daaaaaark as hell ( It always made me wonder who is litting the torches in the corridor of a looooooong abandoned dungeon ). TORCHES ALL THE WAY

    Speaking of this--and I ap0ologize if it's been brought up before, I saw this and instantly responded, rather than reading-- I should be able to bring some oil with me. Like, lamp oil. Kerosene. What-have-you. Those old wall sconces and braziers and the like? I should be able to start fires in them, in the dungeons. It would be an awesome way to leave a 'trail of breadcrumbs', so to speak (so long as the lights don't start going out; or being put out).

    • Like 1
  11. I like it. But I'm not sure that implementing this degree of depth would benefit a game like PE enough to be worth the resources. The game is primarily about adventuring, not politicking. Now I'd love to play an RPG where dialogue was the focal point and social maneuvering was the main challenge, with combat taking a backseat like it did to stealth in the Thief games, but I don't believe Project Eternity is being designed for that.

    I love the ideas here, and would genuinely love a game where character creation is such a big deal. However, much like Odglok, I don't think PE is the place for it.

  12. You're welcome. I'm definitely looking forward to seeing what you can, in terms of making that widget into a game. If you need a beta tester or anything like that, please consider me. :)

     

    Also, just an aside note about the casino-esque games I mentioned; I'd really only support their being there, because it would make sense for something like gambling to exist in the game. It's not something I'd spend much time on, as I generally avoid most games-inside-of-games; I have no real love for it.

  13. I like your program. You put a lot of work into it, and it shows. After reading your explanation, I found it intuitive and fun; the interface is pretty basic, but as it is a proof of concept, I completely understand that it's not polished. I think, if you coded it in flash, and expanded on it a bit, you could actually come up with a pretty neat stand-alone widget that I'd like spend several hours playing with. Or even utilize it as a cool mini-game in a flash game.

     

    However, I don't really want to see that kind of mini-game in P:E. Really, the only ones I'd accept would be games of chance/luck, like in a gambling hall. I think, for this game, if their was to be a crafting system, it'd be sort of... choosing stuff from lists. In example:

     

    List A) Equipment type

    List B) Material type

    List C)Misc things

     

    So I could, for instance, select:

    Dagger

    Steel

    Ruby

     

    and end up with a Steel Dagger with a ruby in its pommel (increasing its sale value? Maybe an enchanted ruby that gives elemental damage?). I feel that sort of set up would allow for plenty of customization, while also being smooth and streamlined; things I look for in this sort of game.

     

    Still, though, you an awesome dude, and you should feel awesome for making this.

    • Like 1
  14. Nice idea. Another area to explore is non-conventional industries that are enabled because of magic.

    Along those lines, there are potentially other creatures besides horses that can supply heavy labor. Picture the trolls that opened and shut the gates to Mordor in the LotR movies. Wizards should certainly be able to summon and perhaps bind elemental creatures that can perform actions not possible with human laborers. There may be an entire industry centered around the capture and breeding of enchanted creatures for use in alchemical processes.

     

    I want to run a bath house that uses an enslaved water elemental to produce fresh water, and an enslaved fire elemental to heat things up to just the right temperature.

  15. I want to find remnants that give me an idea of what used to be in the place, and who inhabited it. A mouldy journal, some frescoes on the wall, so on, so forth.

     

    I like it when an abandoned keep has been taken over and converted by enemies who don't usually build fortifications. Especially at low levels this is thrilling, when walking round a corner can be your last move if you take a crossbow bolt to the head. I also like that your entire party has to be kind of stealthy because they can't yet deal with the entire group coming down on you at once.

    Also, this.

  16. Yeah well, if you want to deal with half your pick pocket attempts failing, a trap disarm check failing and killing someone, or failing a simple speech check you should have made easily due to RNG, or just going to the wrong place at the wrong time and getting steamrolled by enemies you can't handle you go right ahead. I am just going to reload my save personally and I won't feel bad about it at all. This isn't a table top game, it doesn't need to be played like it is.

     

    You should probably explain this wonderful insight to people who would LIKE to quit smoking but seem to be unable to RESIST doing so.

    Did you just compare nicotene addiction to be an being unable to force yourself to accept consequences in a video game? If not reloading a save in a video game makes you feel physical reactions akin to being a smoker who quits cold turkey you need to get yourself put in a hospital. No, really. If it doesn't then you need to grow up and stop making comparisons between two things that are so different they aren't even in the same universe.

     

    I just cant bring myself to face my terrible, terrible, video game addiction. I was able to shake the heroine habit after a few days but not reloading video games after choosing the wrong dialogue option is so much harder. I mean, the consequences are so minuscule that I can't bring myself not to do it. With the heroine, when I would disappear onto the street for months at a time, my family would flip out and cry. I figured I should probably stop. But with the video games no one suffers. So I just cant seem to stop myself. That's why I need the game developers to do it for me.

    It sounds like you need my patented Videogame Aversion Therapy Clinic! Using the latest and greatest in Aversion Therapy techniques, we will have you unable to even approach a game, let alone play one, in as little as three weeks! Side effects may include PTSD, drowsiness, nausea, severe and potentially lethal injuries, and Empty Pocket Syndrome.

  17. While I don't need an iron mode I can somewhat undertstand the need for one. The reason being that you really can't predict your future self or your reactions to circumstances perfectly. Nobody can say of himself "Every decision I did in later years I could have predicted when I was 20 years old".

     

    A self inflicted iron man needs exactly that, a 100% prediction what you will do a few weeks from now under very different circumstances and emotional states. Because you make a contract with yourself. Not a difficult contract, there is no downside yet. But when finally your party gets killed contrary to all the care you took then you are a different you and the situation changed and now there is a big downside. You have the power to renegotiate that contract (with yourself) and the only penalty is a loss of trust in your ability to play a self-inflicted iron-man, nothing else.

     

    Even someone who expects to hold on to that contract still knows: There will be a backdoor and "every man has his price".

     

    I disagree. Mind you, I am in favor of the Trial Of Iron mode, which Obsidian has come flat out and said will be included, and is Ironman Mode in all but name.

     

    You don't need a hundred percent prediction to do self-inflicted Iron-man mode. You just need to have enough willpower that when temptation comes knocking at your door, you say "Go away, I hate you!" instead of "Oh, come right on in, chief! What did you bring with you this time?"

     

    I've done self-inflicted Ironman Modes, and adhered strictly to the ruling. The one time I deviated was with a Stalker: Shadow of Chernobyl playthrough, in which case, I would use the level auto-saves to reload, in the event that I had a CTD from a bug. And I managed to do one run through (on Stalker difficulty) all the way to the true ending.

     

    After four games wherein I completely deleted the saves, and started over again. Mind you, I know, by and far, not everybody has the wherewithal to tell temptation to sod off; more people can't than can. I'm just saying, their are people out there, because I can't possibly be the only one; that's statistically impossible.

     

    And you know what, I had a great sense of accomplishment when I finally did beat those games. Not just the rush of victory under those conditions, but also because of the rush I got from knowing I was able to make myself adhere to those rules, instead of having the game hold my hand. For me, at least, Trial of Iron would take some of the wind out of my sails.

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