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Limited gold for merchants
Jarmo replied to Cultist's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Maybe for a smith that'd be a working attitude, but any merchant not liking to starve would know better. Very basic economy says if a new item is worth a lot, then secondhand items have value as well. Though maybe, if a new sword is worth $100 in a shop, then a used orc sword could go for $10 (and you'd only get like $2 for it, even if only for the metal). Then maybe a masterwork sword could go for as high as $1000. So it'd be pretty pointless lugging crappy items back and forth, but if you kill a knight or a nobleman, his stuff could be worth a small fortune and well worth hauling. Then again. Grave robbing and looting the corpses used to be considered undignified, ungentlemanly. Maybe there could be a reputation loss, or you'd get a certain kind of reputation, if you continuously make a lot of money hauling bloody equipment into town market? -
I wonder if there's a correlation between the time since making the pledge and the chance of not coming through with the money. I don't remember what I pledged and what I meant to get with the cash, something and something and postal fee? Mr. Negative here, hoping the dropouts are in the single percentage digits.
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This I like. Though unique wouldn't be as necessary for my pleasure, basically I'd like something like Thor's hammer, a throwable returning thing that also lets you shoot lightning. That leads me thinking maybe some upgrades should be tied to specific gods or temples, maybe come with drawbacks tied to the domain. Can't get the specific blessings elsewhere and can't get thors blessing on a weapon already blessed by some other deity. Like... blind gods blessed weapons would cause (temporary) blindness on the wielder (always) and target (on hit) in addition to leeching stamina from the opponent on succesful hits.
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It would be beneficial for the discussion if everybody tried their best to suppress the urge to immediately slash out when hearing Elder Scrolls mentioned. It's really not quite that slippery a slope, that a discussion on enchanting and spell creation would immediately turn PE into a 1st person action adventure. Nevertheless... no. I would much prefer there to be very limited amount of customisation available. Rather a limited amount of well balanced and tested abilities than a wild variety of infinite options. Maybe for PE2. But for the first time around, just a single polished gem thank you.
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Maybe the system could be much simpler. Could assume the characters familiarize themselves with new weapons on their own, when there's time. Practice fights in the evenings and mornings, taking a few swings with the new blades. Say... you begin with an unfamiliar weapon, take -1 to hit and damage. Keep it in your weapon slot for a few game days or a few fights and the penalty is gone. Keep it for a few weeks or a dozen fights and you get +1 familiarity bonus to hit and damage. And that would be all. Maybe. Or maybe another +1 to hit after a few game months, as a kind of bonus for the crazy fools. -- And then some companion candidates could have weapons they're familiar with, giving you an incentive to let them keep them. Instead of the standard "can only be used by female clerics with yellow hair".
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Not to say motion capture wouldn't be a useful tool, but with the small characters I'd rather see somewhat exaggerated movements. Maybe footage would work just as well? The important bit is to exaggerate the right movements, not some completely hilariously wrong way to do stuff. Anywayses, I have no idea what obsidian is planning and what not. OP's message might be like a gift from the gods, or not. Someone should maybe PM one of the dev crew? They do read the board, but I doubt they read every post because that's like a full time job.
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If weapon leveling (magicalifying) was implemented in addition to weapon familiarity, then the magical qualities should transfer to a new owner, while familiarity obviously should not. 500 jakatas, no less.
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I have some difficulty accepting this. A PoS weapon is still a PoS weapon, even if you've wielded it for a decade. Some weapons are simply going to be better than others. A masterwork weapon may remain perfectly viable against lesser foes for the entire game, but you should run into significant difficulties against the more potent enemies. Maybe you need to be a level or two higher to face the same foe with your trusty, but ordinary broadsword. Then again... if you could take your trusty blade and get an enchantment or two placed on it by some arcane smithery... well maybe it still wouldn't be up to the same level as the truly legendary magic weapons, but maybe it could be near enough? Not what Trashman had in mind I'm sure, but it'd work for me...
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While I'd like to see (low) magic items all around the place, I'm in the same boat with non-magical high quality or otherwise desirable items. Cloaks btw, could eg. (depending on material used) - give protection from cold (fur), heat (light silk), acid (thick leathery), or whatever - add a bonus to hiding (black or dark at night, green in forest) - bonus to charisma or persuasion skills (high quality embroidery giving an aura of authority) .. or whatever, and all that non-magically. I'd just like to see similar (additional?) light magical effects created by random wizards, and those would be no big deal in a magical world. Like maybe an another 5% to hide by a blessing from a local druid, maybe permanent, maybe lasts a week, maybe single use. Or similar semi-magical effects by using semi-magical materials. Maybe cloak lined with manticore feathers gives 20% resistance to poisons and acid, is that magical? Maybe, dunno, does it even matter? It's the high end magic stuff that I'd like to be rare, like a cloak giving a 50% competence bonus to hiding, or one that actually turns you invisible.
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Baldur's Gate Survey
Jarmo replied to cyentist's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I'd guess it's Overhaul polling the interest. The important bits seem to be - Can we do something to make EE better - Would you like some DLC (and they're thinking of additional companions) Also the same, but with BG2. Getting some measure of the interest in BG3 vs BG2 -
Implying something without showing it just won't cut it. Why would every merchant have tons of gold to buy everything off of you? Even if you do find a plate +5, why would you sell it and not use it? Would the local merchant even want to buy it? You wouldn't wear a +5 plate if you were a thief and didn't have a plate-capable hunk in the party. The local merchant would buy it off you, knowing he can make a tidy profit selling it to the big fat merchant in the capital. The best abstraction I could come up with, would be a delay. The merchant says "ummm... this is not my expertice, but if you leave the plate here and come back in a week, I'll give you your share". You leave the stuff, come back in a week and get your money. 20-50% less than you'd get selling it to the big merchant yourself. Or you leave the stuff, come back in a week and hear "sorry, the caravan got robbed", you get nothing. Except maybe you get a quest tracking down the bandits. Or maybe there's no bandits, the merchant or the caravan master is just scamming you. Maybe you can find out. -- Edit. I might have posted similar thoughts in some other thread, or this one, dunno... senile.
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The first thing is to know what kind of world is PE set in. How rare is magic? And what constitutes a magic item? If we're in a world with mages guild in every town, a shaman in the smallest village and a robust crafting system, it makes no sense for magic items to be exceedingly rare and expensive. I'd suggest a sword is a sword, but a well balanced sword amounts to a sword +1, a well tempered sword by a master swordsmith a sword +2 These should be available for purchase, in better shops. I hope for a low(ish) magic world, where a hedge wizards cast temporary enhancements on weapons to earn their keep and major arms manufacturers employ wizards to enchant the (expensive) weapons ordered by nobles. The truly great magic items should not be available on store shelf like a box of cereals. Those should be rare, but not exceedingly so. Princes and heads of holy orders should have Holy Avenger swords or something to that effect. But they wouldn't buy those from a local 7-eleven. I hate the standard RPG economy, where you basically take the make-believe-medieval history as a starting point, and then rapidly move to where a beer costst a peasants 10 weeks salary and a traveling merchant has 5 million GP's worth of stuff in inventory (but can only buy up to 600 GP's of items.. to keep things realistic) And you should definitely, absolutely never end up in a situation where you have some immensely expesive and rare magic items in your possession, but no-one in the entire world will buy it from you, for any price.
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Balancing Stealth vs Combat
Jarmo replied to PrimeJunta's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Anyhoo. There were some NWN (or was it NWN2) modules, either the Dreamcatcher-Demon by Adam Miller or Elegia or Hex Coda by Stefan Gagne that had objective only XP implemented. (all the modules were pure awesomeness BTW) The system didn't actually affect my playthroughs one bit. Didn't even notice it, only later noticed the XP thing from some discussion (and that's why I don't even remember what module it was). I just did what my character would do and everything worked, got new levels every now and then. I don't actually tend to pay attention to how many XP points the random orc netted anyway. The only place where I've adjusted my actions based on XP rewards has been disarming/recovering traps and picking locks. And that was both for good and bad, good as in I no longer plow through smaller traps and trust my ring of regeneration to undo the scratches, bad as in going out of my way to disarm all the traps, even the ones completely out of my way I would otherwise leave well alone. -
Balancing Stealth vs Combat
Jarmo replied to PrimeJunta's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Combat also earns you resources in the form of loot. Imbalance solved. -- Edit. The thread has 24 pages instead of 1 as I thought.. -
Design a monster.
Jarmo replied to JFSOCC's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I even start to lose interest in all the Fallout games as soon as it's no longer raiders or such, but supermutants or robots or other metal armors. Yeah, wild variety of opinions, there's no pleasing everybody and I'm pretty much a lost cause as far as trying to please goes. But yeah, have to admit an occasional different monster can liven things up quite some ways, but as fast as it's "oh, another 5 grunkins", is as fast as the fun value slides. -
Design a monster.
Jarmo replied to JFSOCC's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
The Foragers Sent to gather supplies by a mercenary company passing by. Finding a settlement, the foragers will force the inhabitants to bring out all their food reserves including farm animals and seed grain. On resistance the settlement will be burnt and the settlers put to the sword. All non-elderly females who haven't managed to hide will be taken along, or right there. The group consists of a supply sergeant and about a dozen footmen with supply wagon (or couple of horsemen and half a dozen footmen, if PE has horses). If the foragers are met with force, there will be a punitive strike from the main company. The whole settlement will be wiped out. The foragers and the mercenary company are above the law, protected by the authority of the ruler employing them. --- Oh.. monster monsters, don't really care for those. -
Don't think I ever played it. I lean heavily towards low level stuff, at epic levels fights are such swashSwashPlowKaboomSwisshSwossh explosion discos I can't keep up with the stuff happening. A hit or miss every couple of seconds is more my pace... And I tend towards combat light adventures, much for the same reasons. Anyway. From the sound of things, modding tools for PE seem extremely unlikely. Might require potential modders to purchase unity engine or something.
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This was it for me, for both NWN1 and NWN2. Only I didn't so much replay the main campaing or the expansions, but dwell in the community modules. Sort of, hmm... I'd like to make a thief or bard this time.. hmm.. lets see the top 10 modules with limited combat... Oh, I did replay the main campaign and the expansions for both. But that's peanuts compared to the 100 other modules. And I still haven't tried... not everything, not even close. Haven't tried a specialist wizard, red dragon disciple, assasin.. there's a bewildering variety of characters I haven't tried.. --- Another one was DA:Origins. I finished it 3 times, human male noble fighter, human female wizard and elven male rogue, but I played all the origins until Ostagar. And they were all great.
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Although, in the game. If you walk the same town at night you're probably going to be assaulted by 20 bandits, whom all the ciphers didn't manage to find.
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With some qualifications. I for one pretty much expect there to be stronger and better materials than steel. But plate would still remain better than something that'd cover less area. I'm expecting guns to do damage through plate, but less than through some lesser protection. Appearance doesn't need to conform to real world example, but there's reason to expect real world examples to serve as inspiration and guidelines. Actually the thread is mostly about showing the real world examples do not mean plain and dull. Though... even if the appearance doesn't need to copy real world, humongous shoulder spikes that'll penetrate your skull and rip arteries if you raise your arms, should not be the norm.
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Magic Weapons in Project Eternity
Jarmo replied to TRX850's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I'm maybe a rare example of someone who just doesn't give a toss about the item backstories. Those are to me just blah. blah, blah, blah.. scroll..scroll.. oh... it's a +1 club. Some exceptions, like when you go down an ancient elven tomb, read some inscriptions of this long dead monarch, read of his downfall and then when you find the sword in his sarcophagus, still pulsating with holy anger.. That kind of backstories are fine, but reading the same story off the package in a local weapon store, not the same thing.- 67 replies
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Yeah, FO:NV had pretty nice reputation system, but it was also immensely flawed at the same time. I'd murder a whole bunch of passerbys (gangers and such) by ways of clever sniper action, to get XP and especially for loot. Normal people start treating me like a messiah. Sure, I butchered a lot of riff raff, but only to get their stuff and who told anybody anyway? Gangers start hating me like cancer. Who the hell told them it was me? When I murder someone it's all nice and cool and looting their corpses likewise, but if I then steal their stuff from a cupboard I'm doing crimes and everybody starts hating me. Jack Nobody from Hickswille wont deal with me because I stole stuff from a van miles away. Without being caught. But yeah. Reputation systems can be great. I'd like to see axis like: good guy - bad guy on our side - against us sane and coherent - probably insane Basically, if you murder 1 person and save 6 from robbers, save the Bishop of Lawful Stuff from eye cultists, but then burn his cow on behalf of the cult, the stuff might cancel each others out on the first two axis, but then throw you way right in the insanity axis. Meaning... dunno. Maybe someone would clamp up, maybe thread carefully.
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Lies, lying in conversation
Jarmo replied to OliverUv's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Mine-woods scenario. I'm not sure I'd care for skill checks, though maybe skill level checks in bluffing. But assuming you really want the folks to follow you in the dark woods, extra bluffing might be required. Especially if you look a bit shady character. Maybe a paladin or a knight wouldn't need to bluff at all, even when totally incompetent to lead anybody through the woods. Anyway, so you lie and they follow you. If you're successful, they'll probaly forgive your white lie, but not if you fail. You might end in some deep trouble, being accused of intentionally leading everybody to the trolls. Purpose of lying is to convince people of something, or getting them to do something. There should be other ways to reach the goal, though maybe not ways open to you or your character. And if you resort to lying, maybe there will be repercussions later on, good or bad. Anyway, it's about roleplaying mostly and (over)simplifying dialogue options is no great help in that.- 67 replies
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Whee.. what's that? Poland - Lithuania area, ca 1600 or so? Right time frame. And the halberdier is not too far off either. I'm actually a firm believer in that full body armor was abandoned too early and too permanently (as far as performance goes). Not necessarily price-performance. English troops in India and Africa, likewise in North America. Lots of close combat. Lots of situations where troops would have benefited of mail armor or breastplate.