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Everything posted by Elerond
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AAA = A colloquial adjective referring to the large budget in which video games are made, and is generally associated with a high level of quality. Game development studios that create AAA games are also known as AAA studios. So if you want AAA game you should give it about 20-100 million more money and I don't have any objections if you do .
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actually that ain't no isometric game. it's just a generic 3d perspective with a flying camera like nwn2. not sure what they gonna do with unity but they should have added a nice picture showing what they're aiming for. now this whole engine debate will cripple the enthusiasm. Isometric is a perspective and you can do it with "3d" graphics as you can do it with "2d" graphics.
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Unique NPC Companions?
Elerond replied to Geldridge's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
This is though one. I like idea about unique NPCs, but I also want rule set that is same for all. "Takes time to think, at least ten seconds" But in end game I think I would prefer if NPCs unique value comes from their writing, not from special abilities or unusual race. -
I would like see that stolen good are marked as stolen only if they are unique so worth can have reputation of their own. Addition to this I would like to see sytem where legimate shop keepers stop buy things from you I your reputation in town or faction drops too low and you are marked as thief, scoundrel or some other unsavory type. After that you much sell your goods on black market, where you will be cheated I you don't have good barter (or similar) skill.
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Mega dungeons are almost always fun, so yes to one. Killer bunny/dragon/liche/demon/tresure in end, but final counter should not be a necessarily there could be also some nice twists if player take his/her time to find out. Mega dungeons story is important, but only to tell why there is mega dungeon and why player goes there. And of course it would nice to have some narrative story inside of the dungeon but to me it's not absolute necessity. Even that I love mega dungeons and all those nice traps and puzzles what they can include, I would not like to see main game to suffer so that one can be made. Stress goal for dedicated dungeon team could be nice but I would first want to know what other options there are.
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Children
Elerond replied to kmelt93's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Childers add vibrancy and life likeness to game world. Just same as townfolk and other npcs that stadn/run around world. Their main purpose is to make world feel more real and that there is some other life there than player. And why killable children. It is not because some psychopatic fantasy to kill children but add drama and caution. In some games civilians and children don't take damage from your or enemy attack which lowers dramatic impact which they can bring to game. Image that your party is in small town when it is attacked by bandits. Your band of adventures is full of good guys who die rather than let civilian to die. Bandits could not care less if they kill civilians and some them even prefer that. And now we can compare this scenarion in different systems. One where all civilians are immortal, both your party and bandits can use area effects, like fireball, firebomb and ice storms, because you don't risk life of those civilians that you try to protect. But in scenario where civilians can die, your party must use caution when they use their mass destruction attacks and they must do reckless attacks to stop bandits to use their wepons. So killable civilians have dramatic effects to gameplay in some cases. But why childern must also be killable? Image that second scenario but some cilivilians are unkillable childern and for example band of bandits are in middle of group of scared childern, but you know that those childern can't die and you make you mage cast fireball on middle of that mixed group of bandits and children and bandits die and children are unharmed. But if childern can die you can't employ that easy tactic or town will see you as bigger villian than they see those bandits. So for drama and more complex city fights I want killable cilvilian which includes children and I want children because their existence make world feel more real. But I would also want see reputation system which causes you to think can you kill these civilians and I would like that killing children gives you more hars penalty than killing adults. I know that in middle ages killing children was often seen as lesser crime than killing adults especially if those children were street kids, but my morality compass says other wise and so that is what I would like to see.- 117 replies
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Thiefing should least be about same what it was in PS:T, which gave you option to steal keys and other quest items from NPCs pockets so that you didn't need to do some quest for them first to acquire them. But I great would prefer Arcanum style where your master thief can steal full plate mail from dwarf who is wearing it, so that dwarf don't even notice . That was absolute hilarious moment.
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Children
Elerond replied to kmelt93's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Killable with childkiller reputation tittle http://fallout.wikia.com/wiki/Childkiller.- 117 replies
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You should read that. Then you maybe can understand that viewpoint is not the only thing that creates immersion. Heavily narrative games like this will be, the narrative immersion is much more important. Also tactical and strategic immersion play large role, but spatial immersion is probably lower than what it would be in fp game, those who loved IE engine games and want game like them, probably don't care so much about spatial immersion than those other immersions.
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Inclusion of the LGBT characters: I am fine with them. I often play cRPGs as homosexual female. Inclusion of zoophilia: If it in about same manner what it was in Arcanum, I am okey with that too. Inclusion of pedophilia: That is more tricky, as there is pedophile hunts every were. So including it on any level to game may be more trouble than it is any worth.
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Number of available companions
Elerond replied to Mathusss's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
What we know is that you can have 0-5 companions with you when you make your journey. Now Obsidian has promised to make 6 companions, and if projects hits 1.8 million then they will make 7 companions and if project hit 2.2 million mark, they will make 8 companions. More may come if project gets more funds. -
Cloud saves please
Elerond replied to posthuman's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I have such notion that some one from Obsidian said yesterday that they selected steam for distribution platform in first place because they wanted to give players option for cloud saves. -
Let's talk about quest design
Elerond replied to Baudolino05's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Quest desing where quest have many solutions and you never or rarely are forced to fight enemies especially you are never locked on some area until you have killed every hostile there. But, I didn't disliked to play IWDs or Tthe Temple of Elemental Evil, or Baldur's Gates, but most fun I had with Fallout, Torment, Darklands and Arcanum. -
Sense Motive Skill
Elerond replied to Havoc's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Like in Fallouts (1&2) when you have high perception you can detect thing and bring them along to conversations. Like in Modoc where you can see that shop keeper is stressed and ask about that and found out that his son is missing. -
Traps: do we have to have them?
Elerond replied to molarBear's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
One think I love when I am DM in P&P RPGs and plan adventure for my friends is to plan different kinds of traps and explanations what players can detect with succesful detection/find/etc. roll. Then when we play the game it's always fun to watch how they try invent ways to disable my traps, can I rise this door from it's hinges and carry it like shield in front of me so that arrows from that trap can't hit me and etc.. And when they go full on MacGyver mode and start to invent all sorts of devices that they can use to disarm or launch trap without danger it can solving one trap take whole game night but be still very fun night, usually much more fun than those which conist mostly about fights. -
Traps: do we have to have them?
Elerond replied to molarBear's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Traps are good, they stop you run like headless chicken in dungeons, sometimes level desingers make absolute brilliant trap ideas (like Indiana Jones Last Crusade brilliant). So yes I want see traps. But I don't mind if they make better trap detection and laying sytem to Project Eternity than what we have seen in cRPGs previously. -
Minigames
Elerond replied to DAWUSS's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
No minigames, unless it is that game from commander keen (PaddleWar!) which I played more than main game itself . Okey I don't think that today I would play Pong clone so much, but when I was young it was fun, I even write couple clones of it with QuickBASIC. -
Only I can have one But seriously I don't know. Towers for wizards are classic, but I think if there is Wizards towers they should have some meaningful function like wizards need to see stars for some reason (for rechears/time tracking/magic). I don't think that it is valid reason for wizards to live in towers that they live them in other fantasy worlds.
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- Magic
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